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A wishlist of important things... (Wishlist)
A wishlist of important things... // Wishlistdarian knightDec 13, 2000, 6:49pm
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------=_NextPart_000_0056_01C0651C.4E75B340 Content-Type: multipart/alternative; boundary="----=_NextPart_001_0057_01C0651C.4E75B340" ------=_NextPart_001_0057_01C0651C.4E75B340 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Alright folks, I'm back, and not to whine and complain (cause I know AW hates that). This is a true wishlist for 3.1 or 3.2 AW that would catch them up to = the pack in ratings. I am also adding a "How To" after each one to give = the polygon gods a few ideas on how to accomplish the impossible :) 1. First order of business: AW 3.1 will have lighting, as in being able = to create an object and say "you're a light, now brighten the room damn = it!". This should be amazingly good for metatropolis (and even lower = the crime rate). 2. Second: Ok, I looked into the reflectivity thing and got a general = idea of why Roland keeps telling me "No Way, No How." As I see it, = reflectivity (mirrors and such) depend on a closed world atmosphere with = set boundries (ie: Quake III, UNREAL, Genesis 3D). So what I figure is = that the AW browser doesn't impose boundries... it just says "you can't = build past such and such point". General solution: the end of the world = is truly the end of the world, you can't even walk past the edge. this = should make reflectivity a little easier to handle :) 3. ok, I've heard it all before: "Darian, if we put the option to load = custom avatars in AW, everyone would do it and it would slow everyone = down." I thought about it for awhile and realized it wouldn't... there = is a download limiter already embeded and the custom avatars should = count as objects (right?) so the users can lower their download limits = and viola, that problem is solved. 4. what about custom object paths that the builder can specify? so = instead of using an object from the main path (pict3.rwx) they could = specify this as the object name: www.vr6online.net/awobjects/pict4.rwx (don't bother clicking that address folks it doesn't work) The issue again rises about slowing down the people with all of the = custom objects, but then again, visibility is limited (right?) so you = would only be loading objects within a radius and (if you set it) of a = certain size in KB... that would be worth it. 5. Out of curiousity... At what point is active worlds going to = actually advertise? Biggest complaint I get about AW is that people = have no idea who or what they are... AW is great, indeed, but as it = stands, their marketing sux. Word of mouth, while somewhat effective, = shouldn't be depended on by a company with a listing on NASDAQ... I want = to see a commercial during the superbowl for Active Worlds! 6. This one is probably a long shot but here goes: Hey AW! Since you = enjoy the use of Animated JPGs, why not let some of us know where to get = a program to make them? Animating a JPG file for AW manually is rather = like jumping into a bathtub full of razorblades: I'd rather avoid it if = I can... if there aren't any programs to automate the animated JPG = process, then for the love of god, make one! 7. I don't expect AW to actually do this one, but it would be pretty = darned kewl: be able to run a java applet in a picture frame in VR. = Java picture effects would REALLY enhance VR :) Well netizens, I must take leave again. Liquid Cool wants to show me = something (probably a house or something *sighs* Hope Roland or somebody actually reads this... Darian Knight ------=_NextPart_001_0057_01C0651C.4E75B340 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Diso-8859-1"> <META content=3D"MSHTML 5.50.4207.2601" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY> <DIV><FONT face=3DArial size=3D2>Alright folks,</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><EM>I'm back, and not to whine and = complain (cause=20 I know AW hates that).</EM></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>This is a true wishlist for 3.1 or = 3.2 AW that=20 would catch them up to the pack in ratings. I am also adding a "How To"=20 after each one to give the polygon gods a few ideas on how to = accomplish=20 the impossible :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>1.</STRONG> First order of = business: =20 AW 3.1 will have lighting, as in being able to create an object and say = "you're=20 a light, now brighten the room damn it!". This should be amazingly = good=20 for metatropolis (and even lower the crime rate).</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>2.</STRONG> Second: Ok, I = looked into=20 the reflectivity thing and got a general idea of why Roland keeps = telling me "No=20 Way, No How." As I see it, reflectivity (mirrors and such) depend on a = closed=20 world atmosphere with set boundries (ie: Quake III, UNREAL, Genesis 3D). = So what=20 I figure is that the AW browser doesn't impose boundries... it just says = "you=20 can't build past such and such point". General solution: the end = of the=20 world is truly the end of the world, you can't even walk past the edge. = this=20 should make reflectivity a little easier to handle :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>3.</STRONG> ok, I've heard it = all before:=20 "Darian, if we put the option to load custom avatars in AW, everyone = would do it=20 and it would slow everyone down." I thought about it for awhile and = realized it=20 wouldn't... there is a download limiter already embeded and the = custom=20 avatars should count as objects (right?) so the users can lower=20 their download limits and viola, that problem is = solved.</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>4.</STRONG> what about custom = object paths=20 that the builder can specify? so instead of using an object from the = main path=20 (pict3.rwx) they could specify this as the object name:</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><A href=3D"http://www.vr6online.net/awobjects/pict4.rwx"><FONT = face=3DArial=20 size=3D2>www.vr6online.net/awobjects/pict4.rwx</FONT></A></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>(don't bother clicking that address = folks it=20 doesn't work)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>The issue again rises about slowing = down the people=20 with all of the custom objects, but then again, visibility is limited = (right?)=20 so you would only be loading objects within a radius and (if you set it) = of a=20 certain size in KB... that would be worth it.</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>5.</STRONG> Out of = curiousity... At=20 what point is active worlds going to <EM><U>actually</U></EM> = advertise? =20 Biggest complaint I get about AW is that people have no idea who or what = they=20 are... AW is great, indeed, but as it stands, their marketing sux. = Word of=20 mouth, while somewhat effective, shouldn't be depended on by a company = with a=20 listing on <U>NASDAQ</U>... <STRONG>I want to see a commercial during = the=20 superbowl for Active Worlds!</STRONG></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>6</STRONG>. This one is = probably a long=20 shot but here goes: Hey AW! Since you enjoy the use of Animated = JPGs, why=20 not let some of us know where to get a program to make = them? Animating a=20 JPG file for AW manually is rather like jumping into a bathtub full of=20 razorblades: I'd rather avoid it if I can... if there aren't any = programs to=20 automate the animated JPG process, then for the love of god, make=20 one!</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>7. </STRONG>I don't expect AW = to actually=20 do this one, but it would be pretty darned kewl: be able to run a java = applet in=20 a picture frame in VR. Java picture effects would REALLY enhance = VR=20 :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Well netizens, I must take leave = again. =20 Liquid Cool wants to show me something (probably a house or something=20 *sighs*</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Hope Roland or somebody actually reads=20 this...</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Darian Knight<IMG=20 style=3D"WIDTH: 178px; HEIGHT: 145px" alt=3D"A company that supports = AW!" hspace=3D0=20 src=3D"cid:005101c06546$374bbb40$3ff2abd0 at pe004315" align=3Dright=20 border=3D0></FONT></DIV></BODY></HTML> ------=_NextPart_001_0057_01C0651C.4E75B340-- ------=_NextPart_000_0056_01C0651C.4E75B340 Content-Type: image/gif; name="logo4.gif" Content-Transfer-Encoding: base64 Content-ID: <005101c06546$374bbb40$3ff2abd0 at pe004315> 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This is a multi-part message in MIME format.
------=_NextPart_000_005D_01C06544.72404510 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Wow its actually you! I have some responses... 1. First order of business: AW 3.1 will have lighting, as in being able = to create an object and say "you're a light, now brighten the room damn = it!". This should be amazingly good for metatropolis (and even lower = the crime rate). I can't wait hehe :-) 2. Second: Ok, I looked into the reflectivity thing and got a general = idea of why Roland keeps telling me "No Way, No How." As I see it, = reflectivity (mirrors and such) depend on a closed world atmosphere with = set boundries OK, so I have my browser normally set to 120M visibility. If I placed a = mirror down, the browser would have to track another 120M worth of = objects, and its another 120M per mirror object. That can realy add up = and slow you down! Even if you programmed it to where it wouldn't = render any objects outside the visibility of another object (say you had = the mirror in a room) it would still have to render them because what if = it were, for example, one of the new transclucent window panes you can = put pictures on? It would just be the backdrop behind that! 4. what about custom object paths that the builder can specify? so = instead of using an object from the main path (pict3.rwx) they could = specify this as the object name: <snipped irrelevant information> The issue again rises about slowing down the people with all of the = custom objects, but then again, visibility is limited (right?) so you = would only be loading objects within a radius and (if you set it) of a = certain size in KB... that would be worth it. You have to download the objects anyway -- it wouldn't be any slower. = (OK, thats not exactly true. If someone were hosting objects on their = 56K connection then it would be a really slow download, however with a = 56K connection I would estimate your IP changes at least once a day (due = to disconnects). No one would even try beyond once to host objects on = their systems. Its not a big risk to add this feature :-) 5. Out of curiousity... At what point is active worlds going to = actually advertise? Biggest complaint I get about AW is that people = have no idea who or what they are... AW is great, indeed, but as it = stands, their marketing sux. Word of mouth, while somewhat effective, = shouldn't be depended on by a company with a listing on NASDAQ... I want = to see a commercial during the superbowl for Active Worlds! This is one of those annoying loops. You need money to advertise, and = you need to advertise to make money. Maybe Venture Capital? ..... = However, I COULD see this... "Who needs this superbowl stuff, anyway? = If you love footwall so much why not get right in the action and play = against people all over the world? You gotta make the FootballBot = yourself but hey go for it!" 6. This one is probably a long shot but here goes: Hey AW! Since you = enjoy the use of Animated JPGs, why not let some of us know where to get = a program to make them? Animating a JPG file for AW manually is rather = like jumping into a bathtub full of razorblades: I'd rather avoid it if = I can... if there aren't any programs to automate the animated JPG = process, then for the love of god, make one! I would love to, but as you should very well know there is no time lol = However I think this is a good idea -- any programmers want this nice = job? People I am sure would take advantage of it! 7. I don't expect AW to actually do this one, but it would be pretty = darned kewl: be able to run a java applet in a picture frame in VR. = Java picture effects would REALLY enhance VR :) That would be nice, however it would slow AW WAAAAAAAAY down. I love = Java, don't get me wrong. In 1.3 the speed improvements amaze me. = However, the Applet plugins still leave quite a bit to be desired... Hope Roland ... actually reads this... You wish lol ;-) _________________________ John Viper http://www.jtsoft.net "Microsoft C# - so 'Sharp', it'll poke your butt over to Java so fast you wont know what crashed!" - Aaron Bockover =20 [View Quote] ------=_NextPart_000_005D_01C06544.72404510 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Diso-8859-1" = http-equiv=3DContent-Type> <META content=3D"MSHTML 5.00.2920.0" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT face=3DArial size=3D2>Wow its actually you! I have some = responses...</FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT face=3DArial=20 size=3D2><STRONG></STRONG></FONT></FONT> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>1.</STRONG> First order of business: AW 3.1 will = have=20 lighting, as in being able to create an object and say "you're a light, = now=20 brighten the room damn it!". This should be amazingly good for=20 metatropolis (and even lower the crime rate).</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>I can't wait hehe :-)</FONT><BR></DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>2.</STRONG> Second: Ok, I looked into the = reflectivity thing=20 and got a general idea of why Roland keeps telling me "No Way, No How." = As I see=20 it, reflectivity (mirrors and such) depend on a closed world atmosphere = with set=20 boundries</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>OK, so I have my browser normally set = to 120M=20 visibility. If I placed a mirror down, the browser would have to = track=20 another 120M worth of objects, and its another 120M per mirror = object. =20 That can realy add up and slow you down! Even if you programmed it = to=20 where it wouldn't render any objects outside the visibility of another = object=20 (say you had the mirror in a room) it would still have to render them = because=20 what if it were, for example, one of the new transclucent window panes = you can=20 put pictures on? It would just be the backdrop behind = that!</FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2> <DIV><FONT color=3D#808080><FONT face=3DArial = size=3D2><STRONG>4.</STRONG> what about=20 custom object paths that the builder can specify? so instead of using an = object=20 from the main path (pict3.rwx) they could specify this as the object=20 name:</FONT></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT><FONT = color=3D#808080> <snipped=20 irrelevant information></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT><FONT = color=3D#808080> <FONT face=3DArial=20 size=3D2>The issue again rises about slowing down the people with all of = the=20 custom objects, but then again, visibility is limited (right?) so you = would only=20 be loading objects within a radius and (if you set it) of a certain size = in=20 KB... that would be worth it.</FONT></FONT></FONT></DIV></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>You have to download the objects anyway = -- it=20 wouldn't be any slower. (OK, thats not exactly true. If = someone were=20 hosting objects on their 56K connection then it would be a really slow = download,=20 however with a 56K connection I would estimate your IP changes at least = once a=20 day (due to disconnects). No one would even try beyond once to = host=20 objects on their systems. Its not a big risk to add this feature=20 :-)</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>5.</STRONG> Out of curiousity... At what point is = active=20 worlds going to <EM><U>actually</U></EM> advertise? Biggest = complaint I=20 get about AW is that people have no idea who or what they are... AW is = great,=20 indeed, but as it stands, their marketing sux. Word of mouth, = while=20 somewhat effective, shouldn't be depended on by a company with a listing = on=20 <U>NASDAQ</U>... <STRONG>I want to see a commercial during the superbowl = for=20 Active Worlds!</STRONG></FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>This is one of those annoying = loops. You need=20 money to advertise, and you need to advertise to make money. Maybe = Venture=20 Capital? ..... However, I COULD see = this... "Who=20 needs this superbowl stuff, anyway? If you love footwall so much = why not=20 get right in the action and play against people all over the = world? You=20 gotta make the FootballBot yourself but hey go for it!"</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>6</STRONG>. This one is probably a long shot but here = goes: =20 Hey AW! Since you enjoy the use of Animated JPGs, why not let some of us = know=20 where to get a program to make them? Animating a JPG file for AW = manually=20 is rather like jumping into a bathtub full of razorblades: I'd rather = avoid it=20 if I can... if there aren't any programs to automate the animated JPG = process,=20 then for the love of god, make one!</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>I would love to, but as you should very = well know=20 there is no time lol However I think this is a good idea -- any=20 programmers want this nice job? People I am sure would take = advantage of=20 it!</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>7. </STRONG>I don't expect AW to actually do this one, = but it=20 would be pretty darned kewl: be able to run a java applet in a picture = frame in=20 VR. Java picture effects would REALLY enhance VR=20 :)</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>That would be nice, however it would = slow AW=20 WAAAAAAAAY down. I love Java, don't get me wrong. In 1.3 the = speed=20 improvements amaze me. However, the Applet plugins still leave = quite a bit=20 to be desired...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#808080 face=3DArial = size=3D2>Hope=20 Roland ... actually reads this...</FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>You wish lol ;-)</FONT></DIV> <DIV>_________________________<BR>John Viper<BR><A=20 href=3D"http://www.jtsoft.net">http://www.jtsoft.net</A></DIV> <DIV> </DIV> <DIV>"Microsoft C# - so 'Sharp', it'll poke your butt over to Java<BR>so = fast=20 you wont know what crashed!" - Aaron Bockover<BR> </DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: = 0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px"> <DIV>"darian knight" <<A=20 = href=3D"mailto:DarianKnight at hotmail.com">DarianKnight at hotmail.com</A>>= wrote=20 in message <A=20 = href=3D"news:3a37e0be at server1.Activeworlds.com">news:3a37e0be at server1.Act= iveworlds.com</A>...</DIV> <DIV><FONT face=3DArial size=3D2>Alright folks,</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><EM>I'm back, and not to whine and = complain=20 (cause I know AW hates that).</EM></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>This is a true wishlist for 3.1 = or 3.2 AW=20 that would catch them up to the pack in ratings. I am also adding a = "How To"=20 after each one to give the polygon gods a few ideas on how to = accomplish=20 the impossible :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>1.</STRONG> First order of=20 business: AW 3.1 will have lighting, as in being able to create = an=20 object and say "you're a light, now brighten the room damn it!". = This=20 should be amazingly good for metatropolis (and even lower the crime=20 rate).</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>2.</STRONG> Second: Ok, = I looked=20 into the reflectivity thing and got a general idea of why Roland keeps = telling=20 me "No Way, No How." As I see it, reflectivity (mirrors and such) = depend on a=20 closed world atmosphere with set boundries (ie: Quake III, UNREAL, = Genesis=20 3D). So what I figure is that the AW browser doesn't impose = boundries... it=20 just says "you can't build past such and such point". General = solution:=20 the end of the world is truly the end of the world, you can't even = walk past=20 the edge. this should make reflectivity a little easier to handle=20 :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>3.</STRONG> ok, I've heard it = all before:=20 "Darian, if we put the option to load custom avatars in AW, everyone = would do=20 it and it would slow everyone down." I thought about it for awhile and = realized it wouldn't... there is a download limiter already = embeded and=20 the custom avatars should count as objects (right?) so the users can = lower=20 their download limits and viola, that problem is = solved.</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>4.</STRONG> what about custom = object=20 paths that the builder can specify? so instead of using an object from = the=20 main path (pict3.rwx) they could specify this as the object = name:</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><A href=3D"http://www.vr6online.net/awobjects/pict4.rwx"><FONT = face=3DArial=20 size=3D2>www.vr6online.net/awobjects/pict4.rwx</FONT></A></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>(don't bother clicking that address = folks it=20 doesn't work)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>The issue again rises about slowing = down the=20 people with all of the custom objects, but then again, visibility is = limited=20 (right?) so you would only be loading objects within a radius and (if = you set=20 it) of a certain size in KB... that would be worth it.</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>5.</STRONG> Out of = curiousity... At=20 what point is active worlds going to <EM><U>actually</U></EM> = advertise? =20 Biggest complaint I get about AW is that people have no idea who or = what they=20 are... AW is great, indeed, but as it stands, their marketing = sux. Word=20 of mouth, while somewhat effective, shouldn't be depended on by a = company with=20 a listing on <U>NASDAQ</U>... <STRONG>I want to see a commercial = during the=20 superbowl for Active Worlds!</STRONG></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>6</STRONG>. This one is = probably a long=20 shot but here goes: Hey AW! Since you enjoy the use of Animated = JPGs,=20 why not let some of us know where to get a program to make=20 them? Animating a JPG file for AW manually is rather like jumping = into a=20 bathtub full of razorblades: I'd rather avoid it if I can... if there = aren't=20 any programs to automate the animated JPG process, then for the love = of god,=20 make one!</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><STRONG>7. </STRONG>I don't expect AW = to actually=20 do this one, but it would be pretty darned kewl: be able to run a java = applet=20 in a picture frame in VR. Java picture effects would REALLY = enhance VR=20 :)</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Well netizens, I must take leave = again. =20 Liquid Cool wants to show me something (probably a house or something=20 *sighs*</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Hope Roland or somebody actually = reads=20 this...</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>Darian=20 Knight</FONT></DIV></BLOCKQUOTE></BODY></HTML> ------=_NextPart_000_005D_01C06544.72404510-- eepDec 14, 2000, 11:48am
Stop posting in HTML, newbies. And, Darian, lose the graphic logo.
[View Quote] > Wow its actually you! I have some responses... 1. First order of busin= ess: AW 3.1 will have lighting, as in being able to create an object and= say "you're a light, now brighten the room damn it!". This should be am= azingly good for metatropolis (and even lower the crime rate). I can't wa= it hehe :-)2. Second: Ok, I looked into the reflectivity thing and got a = general idea of why Roland keeps telling me "No Way, No How." As I see it= , reflectivity (mirrors and such) depend on a closed world atmosphere wit= h set boundries OK, so I have my browser normally set to 120M visibility.= If I placed a mirror down, the browser would have to track another 120M= worth of objects, and its another 120M per mirror object. That can real= y add up and slow you down! Even if you programmed it to where it wouldn= 't render any objects outside the visibility of another object (say you h= ad the mirror in a room) it would still have to render them because what = if it were, for example, one of the new transclucent window panes you can= put pictures on? It would just be the backdrop behind that! 4. what abo= ut custom object paths that the builder can specify? so instead of using = an object from the main path (pict3.rwx) they could specify this as the o= bject name: <snipped irrelevant information> The issue again rises about = slowing down the people with all of the custom objects, but then again, v= isibility is limited (right?) so you would only be loading objects within= a radius and (if you set it) of a certain size in KB... that would be wo= rth it. You have to download the objects anyway -- it wouldn't be any slo= wer. (OK, thats not exactly true. If someone were hosting objects on th= eir 56K connection then it would be a really slow download, however with = a 56K connection I would estimate your IP changes at least once a day (du= e to disconnects). No one would even try beyond once to host objects on = their systems. Its not a big risk to add this feature :-) 5. Out of curi= ousity... At what point is active worlds going to actually advertise? B= iggest complaint I get about AW is that people have no idea who or what t= hey are... AW is great, indeed, but as it stands, their marketing sux. W= ord of mouth, while somewhat effective, shouldn't be depended on by a com= pany with a listing on NASDAQ... I want to see a commercial during the su= perbowl for Active Worlds! This is one of those annoying loops. You need= money to advertise, and you need to advertise to make money. Maybe Vent= ure Capital? ..... However, I COULD see this... "Who needs this supe= rbowl stuff, anyway? If you love footwall so much why not get right in t= he action and play against people all over the world? You gotta make the= FootballBot yourself but hey go for it!" 6. This one is probably a long = shot but here goes: Hey AW! Since you enjoy the use of Animated JPGs, wh= y not let some of us know where to get a program to make them? Animating = a JPG file for AW manually is rather like jumping into a bathtub full of = razorblades: I'd rather avoid it if I can... if there aren't any programs= to automate the animated JPG process, then for the love of god, make one= ! I would love to, but as you should very well know there is no time lol = However I think this is a good idea -- any programmers want this nice jo= b? People I am sure would take advantage of it! 7. I don't expect AW to = actually do this one, but it would be pretty darned kewl: be able to run = a java applet in a picture frame in VR. Java picture effects would REALL= Y enhance VR :) That would be nice, however it would slow AW WAAAAAAAAY d= own. I love Java, don't get me wrong. In 1.3 the speed improvements ama= ze me. However, the Applet plugins still leave quite a bit to be desired= =2E.. Hope Roland ... actually reads this... You wish lol ;-) > [View Quote] tony56Dec 15, 2000, 10:35pm
I'm with Eep on this one.. (look back at my post asking about HTML in
community NG on why) -- - Tony56 (chandler56 at mail.com) "Freedom: That's What The Government Wants You To Believe!" ____________________________________________________________ [View Quote] [View Quote] > Wow its actually you! I have some responses... 1. First order of business: AW 3.1 will have lighting, as in being able to create an object and say "you're a light, now brighten the room damn it!". This should be amazingly good for metatropolis (and even lower the crime rate). I can't wait hehe :-)2. Second: Ok, I looked into the reflectivity thing and got a general idea of why Roland keeps telling me "No Way, No How." As I see it, reflectivity (mirrors and such) depend on a closed world atmosphere with set boundries OK, so I have my browser normally set to 120M visibility. If I placed a mirror down, the browser would have to track another 120M worth of objects, and its another 120M per mirror object. That can realy add up and slow you down! Even if you programmed it to where it wouldn't render any objects outside the visibility of another object (say you had the mirror in a room) it would still have to render them because what if it were, for example, one of the new transclucent window panes you can put pictures on? It would just be the backdrop behind that! 4. what about custom object paths that the builder can specify? so instead of using an object from the main path (pict3.rwx) they could specify this as the object name: <snipped irrelevant information> The issue again rises about slowing down the people with all of the custom objects, but then again, visibility is limited (right?) so you would only be loading objects within a radius and (if you set it) of a certain size in KB... that would be worth it. You have to download the objects anyway -- it wouldn't be any slower. (OK, thats not exactly true. If someone were hosting objects on their 56K connection then it would be a really slow download, however with a 56K connection I would estimate your IP changes at least once a day (due to disconnects). No one would even try beyond once to host objects on their systems. Its not a big risk to add this feature :-) 5. Out of curiousity... At what point is active worlds going to actually advertise? Biggest complaint I get about AW is that people have no idea who or what they are... AW is great, indeed, but as it stands, their marketing sux. Word of mouth, while somewhat effective, shouldn't be depended on by a company with a listing on NASDAQ... I want to see a commercial during the superbowl for Active Worlds! This is one of those annoying loops. You need money to advertise, and you need to advertise to make money. Maybe Venture Capital? ..... However, I COULD see this... "Who needs this superbowl stuff, anyway? If you love footwall so much why not get right in the action and play against people all over the world? You gotta make the FootballBot yourself but hey go for it!" 6. This one is probably a long shot but here goes: Hey AW! Since you enjoy the use of Animated JPGs, why not let some of us know where to get a program to make them? Animating a JPG file for AW manually is rather like jumping into a bathtub full of razorblades: I'd rather avoid it if I can... if there aren't any programs to automate the animated JPG process, then for the love of god, make one! I would love to, but as you should very well know there is no time lol However I think this is a good idea -- any programmers want this nice job? People I am sure would take advantage of it! 7. I don't expect AW to actually do this one, but it would be pretty darned kewl: be able to run a java applet in a picture frame in VR. Java picture effects would REALLY enhance VR :) That would be nice, however it would slow AW WAAAAAAAAY down. I love Java, don't get me wrong. In 1.3 the speed improvements amaze me. However, the Applet plugins still leave quite a bit to be desired... Hope Roland ... actually reads this... You wish lol ;-) > [View Quote] sw comitDec 16, 2000, 4:29am
This is a multi-part message in MIME format.
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This is a multi-part message in MIME format.
------=_NextPart_000_00F5_01C06876.C9DCE320 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable The mirror idea is rather easy to limit it and not lag at the same time. = You could simply have a mirror command which you specify angles at which = you want to reflect. Like say you had a wall it would be like this in = aw. name: pp01.rwx descript: test mirror object action: create mirror at 45 then x,y,z reflect deciphered it would mean 45 is the angle or relative angle at which the = object is being viewed then it would tell the browser to look for = objects at x,y,z area and then reflect them. The entire reflection = process would probably be pretty intense on most cpus but I don't know. Horizons -- 65.6.66.197 its cable its cool and uh free! [View Quote] I can't wait hehe :-) 2. Second: Ok, I looked into the reflectivity thing and got a general = idea of why Roland keeps telling me "No Way, No How." As I see it, = reflectivity (mirrors and such) depend on a closed world atmosphere with = set boundries OK, so I have my browser normally set to 120M visibility. If I placed = a mirror down, the browser would have to track another 120M worth of = objects, and its another 120M per mirror object. That can realy add up = and slow you down! Even if you programmed it to where it wouldn't = render any objects outside the visibility of another object (say you had = the mirror in a room) it would still have to render them because what if = it were, for example, one of the new transclucent window panes you can = put pictures on? It would just be the backdrop behind that! 4. what about custom object paths that the builder can specify? so = instead of using an object from the main path (pict3.rwx) they could = specify this as the object name: <snipped irrelevant information> The issue again rises about slowing down the people with all of the = custom objects, but then again, visibility is limited (right?) so you = would only be loading objects within a radius and (if you set it) of a = certain size in KB... that would be worth it. =20 You have to download the objects anyway -- it wouldn't be any slower. = (OK, thats not exactly true. If someone were hosting objects on their = 56K connection then it would be a really slow download, however with a = 56K connection I would estimate your IP changes at least once a day (due = to disconnects). No one would even try beyond once to host objects on = their systems. Its not a big risk to add this feature :-) 5. Out of curiousity... At what point is active worlds going to = actually advertise? Biggest complaint I get about AW is that people = have no idea who or what they are... AW is great, indeed, but as it = stands, their marketing sux. Word of mouth, while somewhat effective, = shouldn't be depended on by a company with a listing on NASDAQ... I want = to see a commercial during the superbowl for Active Worlds! This is one of those annoying loops. You need money to advertise, and = you need to advertise to make money. Maybe Venture Capital? ..... = However, I COULD see this... "Who needs this superbowl stuff, anyway? = If you love footwall so much why not get right in the action and play = against people all over the world? You gotta make the FootballBot = yourself but hey go for it!" 6. This one is probably a long shot but here goes: Hey AW! Since you = enjoy the use of Animated JPGs, why not let some of us know where to get = a program to make them? Animating a JPG file for AW manually is rather = like jumping into a bathtub full of razorblades: I'd rather avoid it if = I can... if there aren't any programs to automate the animated JPG = process, then for the love of god, make one! I would love to, but as you should very well know there is no time lol = However I think this is a good idea -- any programmers want this nice = job? People I am sure would take advantage of it! 7. I don't expect AW to actually do this one, but it would be pretty = darned kewl: be able to run a java applet in a picture frame in VR. = Java picture effects would REALLY enhance VR :) That would be nice, however it would slow AW WAAAAAAAAY down. I love = Java, don't get me wrong. In 1.3 the speed improvements amaze me. = However, the Applet plugins still leave quite a bit to be desired... Hope Roland ... actually reads this... You wish lol ;-) _________________________ John Viper http://www.jtsoft.net "Microsoft C# - so 'Sharp', it'll poke your butt over to Java so fast you wont know what crashed!" - Aaron Bockover =20 [View Quote] ------=_NextPart_000_00F5_01C06876.C9DCE320 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Diso-8859-1" = http-equiv=3DContent-Type> <META content=3D"MSHTML 5.00.3019.2500" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT size=3D2>The mirror idea is rather easy to limit it and not = lag at the=20 same time. You could simply have a mirror command which you specify = angles at=20 which you want to reflect. Like say you had a wall it would be like this = in=20 aw.</FONT></DIV> <DIV> </DIV> <DIV><FONT size=3D2>name: pp01.rwx</FONT></DIV> <DIV><FONT size=3D2>descript: test mirror object</FONT></DIV> <DIV><FONT size=3D2>action: create mirror at 45 then x,y,z = reflect</FONT></DIV> <DIV><BR><FONT size=3D2>deciphered it would mean 45 is the angle or = relative angle=20 at which the object is being viewed then it would tell the browser to = look for=20 objects at x,y,z area and then reflect them. The entire reflection = process would=20 probably be pretty intense on most cpus but I don't know.</FONT></DIV> <DIV> </DIV> <DIV><FONT size=3D2>Horizons</FONT></DIV> <DIV><FONT size=3D2>--</FONT></DIV> <DIV><FONT size=3D2>65.6.66.197 its cable its cool and uh = free!</FONT></DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: = 0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px"> <DIV>"john viper" <<A=20 href=3D"mailto:jviper at jtsoft.net">jviper at jtsoft.net</A>> wrote in = message <A=20 = href=3D"news:3a382429 at server1.Activeworlds.com">news:3a382429 at server1.Act= iveworlds.com</A>...</DIV> <DIV><FONT face=3DArial size=3D2>Wow its actually you! I have = some=20 responses...</FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT face=3DArial=20 size=3D2><STRONG></STRONG></FONT></FONT> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>1.</STRONG> First order of business: AW 3.1 = will have=20 lighting, as in being able to create an object and say "you're a = light, now=20 brighten the room damn it!". This should be amazingly good for=20 metatropolis (and even lower the crime = rate).</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>I can't wait hehe = :-)</FONT><BR></DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>2.</STRONG> Second: Ok, I looked into the = reflectivity=20 thing and got a general idea of why Roland keeps telling me "No Way, = No How."=20 As I see it, reflectivity (mirrors and such) depend on a closed world=20 atmosphere with set boundries</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>OK, so I have my browser normally set = to 120M=20 visibility. If I placed a mirror down, the browser would have to = track=20 another 120M worth of objects, and its another 120M per mirror = object. =20 That can realy add up and slow you down! Even if you programmed = it to=20 where it wouldn't render any objects outside the visibility of another = object=20 (say you had the mirror in a room) it would still have to render them = because=20 what if it were, for example, one of the new transclucent window panes = you can=20 put pictures on? It would just be the backdrop behind = that!</FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2> <DIV><FONT color=3D#808080><FONT face=3DArial = size=3D2><STRONG>4.</STRONG> what=20 about custom object paths that the builder can specify? so instead of = using an=20 object from the main path (pict3.rwx) they could specify this as the = object=20 name:</FONT></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT><FONT = color=3D#808080> <snipped=20 irrelevant information></FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT><FONT = color=3D#808080> <FONT face=3DArial=20 size=3D2>The issue again rises about slowing down the people with all = of the=20 custom objects, but then again, visibility is limited (right?) so you = would=20 only be loading objects within a radius and (if you set it) of a = certain size=20 in KB... that would be worth it.</FONT></FONT></FONT></DIV></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>You have to download the objects = anyway -- it=20 wouldn't be any slower. (OK, thats not exactly true. If = someone=20 were hosting objects on their 56K connection then it would be a really = slow=20 download, however with a 56K connection I would estimate your IP = changes at=20 least once a day (due to disconnects). No one would even try = beyond once=20 to host objects on their systems. Its not a big risk to add this = feature=20 :-)</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>5.</STRONG> Out of curiousity... At what point = is active=20 worlds going to <EM><U>actually</U></EM> advertise? Biggest = complaint I=20 get about AW is that people have no idea who or what they are... AW is = great,=20 indeed, but as it stands, their marketing sux. Word of mouth, = while=20 somewhat effective, shouldn't be depended on by a company with a = listing on=20 <U>NASDAQ</U>... <STRONG>I want to see a commercial during the = superbowl for=20 Active Worlds!</STRONG></FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>This is one of those annoying = loops. You=20 need money to advertise, and you need to advertise to make = money. Maybe=20 Venture Capital? ..... However, I COULD see=20 this... "Who needs this superbowl stuff, anyway? If you = love=20 footwall so much why not get right in the action and play against = people all=20 over the world? You gotta make the FootballBot yourself but hey = go for=20 it!"</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>6</STRONG>. This one is probably a long shot but here = goes: Hey AW! Since you enjoy the use of Animated JPGs, why not = let some=20 of us know where to get a program to make them? Animating a JPG = file for=20 AW manually is rather like jumping into a bathtub full of razorblades: = I'd=20 rather avoid it if I can... if there aren't any programs to automate = the=20 animated JPG process, then for the love of god, make=20 one!</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>I would love to, but as you should = very well know=20 there is no time lol However I think this is a good idea -- any=20 programmers want this nice job? People I am sure would take = advantage of=20 it!</FONT></DIV> <DIV> </DIV> <DIV><FONT color=3D#808080><FONT face=3DArial size=3D2><FONT = face=3DArial=20 size=3D2><STRONG>7. </STRONG>I don't expect AW to actually do this = one, but it=20 would be pretty darned kewl: be able to run a java applet in a picture = frame=20 in VR. Java picture effects would REALLY enhance VR=20 :)</FONT></FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>That would be nice, however it would = slow AW=20 WAAAAAAAAY down. I love Java, don't get me wrong. In 1.3 = the speed=20 improvements amaze me. However, the Applet plugins still leave = quite a=20 bit to be desired...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#808080 face=3DArial = size=3D2>Hope=20 Roland ... actually reads this...</FONT></FONT></DIV> <DIV> </DIV> <DIV><FONT face=3DArial size=3D2>You wish lol ;-)</FONT></DIV> <DIV>_________________________<BR>John Viper<BR><A=20 href=3D"http://www.jtsoft.net">http://www.jtsoft.net</A></DIV> <DIV> </DIV> <DIV>"Microsoft C# - so 'Sharp', it'll poke your butt over to = Java<BR>so fast=20 you wont know what crashed!" - Aaron Bockover<BR> </DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; = MARGIN-RIGHT: 0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px"> <DIV>"darian knight" <<A=20 = href=3D"mailto:DarianKnight at hotmail.com">DarianKnight at hotmail.com</A>>= =20 [View Quote] ------=_NextPart_000_00F5_01C06876.C9DCE320-- sw comitDec 19, 2000, 7:25pm
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------=_NextPart_000_000C_01C069BF.21F8D700 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable That'd be a little cheesy if it showed the same stuff no matter what = angle you looked it at, hehe ------=_NextPart_000_000C_01C069BF.21F8D700 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Diso-8859-1"> <META content=3D"MSHTML 5.50.4308.2900" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT face=3DArial size=3D2>That'd be a little cheesy if it showed = the same=20 stuff no matter what angle you looked it at, = hehe</FONT></DIV></BODY></HTML> ------=_NextPart_000_000C_01C069BF.21F8D700-- horizonsDec 21, 2000, 1:55pm
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------=_NextPart_000_00EE_01C06B39.9297BE60 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable No you set multiple angles and then it would be more mirror like but = other than that it would be rather difficult to implement a true mirror = object. If they did it would lag most 3d cards to the dirt. --=20 Horizons [View Quote] ------=_NextPart_000_00EE_01C06B39.9297BE60 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Diso-8859-1" = http-equiv=3DContent-Type> <META content=3D"MSHTML 5.00.3019.2500" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT size=3D2>No you set multiple angles and then it would be more = mirror=20 like but other than that it would be rather difficult to implement a = true mirror=20 object. If they did it would lag most 3d cards to the dirt.</FONT></DIV> <DIV><BR>-- <BR>Horizons</DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: = 0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px"> <DIV>"sw comit" <<A=20 href=3D"mailto:swcomit at swcity.net">swcomit at swcity.net</A>> wrote in = message=20 <A=20 = href=3D"news:3a3fd24c at server1.Activeworlds.com">news:3a3fd24c at server1.Act= iveworlds.com</A>...</DIV> <DIV><FONT face=3DArial size=3D2>That'd be a little cheesy if it = showed the same=20 stuff no matter what angle you looked it at,=20 hehe</FONT></DIV></BLOCKQUOTE></BODY></HTML> ------=_NextPart_000_00EE_01C06B39.9297BE60-- eepDec 22, 2000, 5:05am
See, the problem is AW doesn't have portal rendering. Deus Ex (modified Unreal engine) has mirrors but they're usually in closed rooms (bathrooms, locker rooms, hallways, etc) and because of portal rendering (which hides most of the level when not directly in view--through windows, around buildings, etc), mirrors aren't much of a polygon drain. AW just mindlessly renders everything out to a certain distance and doesn't take into account actual line-of-sight visibility, which is why it gets bogged down VERY easily.
[View Quote] > No you set multiple angles and then it would be more mirror like but other than that it would be rather difficult to implement a true mirror object. If they did it would lag most 3d cards to the dirt. > [View Quote] sw comitDec 24, 2000, 10:26pm
Would they have to rewrite a ton of code in AW, like the rendering and
visiblity system, to do this? agent1Dec 24, 2000, 10:52pm
More likely Renderware would have to be re-written to support it. Portal rendering works best in (at least) semi-closed spaces and not as well in an open area.
-Agent1 [View Quote] eepDec 25, 2000, 1:40am
Probably; ask Roland since he obviously doesn't read this newsgroup.
[View Quote] > Would they have to rewrite a ton of code in AW, like the rendering and > visiblity system, to do this? grimbleDec 28, 2000, 11:18am
I think AW would need more of a commercially viable reason to rewrite their
core 3D handling code. Mirrors would fall into a "nice to have" category in my view and "nice to have"s with a high development/implementation risk to the product (i.e. large cost/small return) don't make a lot of sense. Also, I think its time to stop comparing AW with all the 3D multiplayer games on the market. The only substantial dynamic data these games have to handle is the activities of the other "characters" in the environment. Handling a situation where the environment itself is changing (as required by AW to allow people to build, etc.) is a TOTALLY different matter. If AW only provided fixed worlds to run around in and interact with then that would be a fairer comparison. However, AW provides a more true-to-life environment which can be manipulated in real-time by many users simultaneously and it is this that sets it aside from the others. AW is not a level-editor for a game engine and in no way can it be compared to one because of (at least) one fundamental difference. Level-editors are effectively compiler/optimisers for fixed environments and that is not what AW is. Maybe the infrastructure on which AW is based is reaching the end of its shelf-life (personally, I think the changes from v2.2 to v3.0 fell well short of qualifying as a major product release), and v4 should be a strategic redirection, but right now, with the split between the server-based and client-based processing being so client heavy, some things are just not practical. If mirrors were to be added to AW, then they should be true mirrors and not a compromise of any form. If that means redeveloping large chunks of the rendering code or even switching rendering engines, then you've just got to accept that its not going to happen until AW can show in a business plan that the costs involved would be recouped, with interest, over a fixed period of time. Making such a change WITHOUT that business plan in place would constitute negligent management. AW are not going to prosper by blindly pandering to the requests of the likes of us, most of whom pay an annual pittance to AW to dabble in their environment. Even world owners (who pay) don't provide much of AW's revenue - their focus is, quite rightly, elsewhere. Business makes the world go around ... not hobbyists. Anyone who cannot accept the service AW provide should vote with their feet and be done with it. Grims [View Quote] eepDec 29, 2000, 8:12am
Level editors don't create static environments (levels). Most current 3D game levels are anything BUT static. Objects can be broken, walls blown up, floors crumbling, etc, etc. You've obviously never played a 3D game. Hell, even Duke Nukem 3D from FOUR years ago had VERY dynamic levels. Multiplayer games handle level changes JUST fine. AW is simply lagging behind 3D games in general.
By making AW more gamelike, not only does it expand what could be possible with AW, it gives AW MUCH more marketable features. To me the business plan is obvious, but Rick and JP are obviously clueless about where to take AW--even Ron Britvich agrees per an interview by Rob Moyes (see http://tnlc.com/eep/aw/history.html for link). I see a lot of potential in AW, which is why I don't plan on leaving it ANY time soon, but I will continue to speak out against its bad management, marketing focus ("e-commerce et al), and slow development until AWCI shapes or ships out and REAL management/development takes over...or until something better comes along (which isn't too far off). [View Quote] > I think AW would need more of a commercially viable reason to rewrite their > core 3D handling code. Mirrors would fall into a "nice to have" category in > my view and "nice to have"s with a high development/implementation risk to > the product (i.e. large cost/small return) don't make a lot of sense. > > Also, I think its time to stop comparing AW with all the 3D multiplayer > games on the market. The only substantial dynamic data these games have to > handle is the activities of the other "characters" in the environment. > Handling a situation where the environment itself is changing (as required > by AW to allow people to build, etc.) is a TOTALLY different matter. If AW > only provided fixed worlds to run around in and interact with then that > would be a fairer comparison. However, AW provides a more true-to-life > environment which can be manipulated in real-time by many users > simultaneously and it is this that sets it aside from the others. AW is not > a level-editor for a game engine and in no way can it be compared to one > because of (at least) one fundamental difference. Level-editors are > effectively compiler/optimisers for fixed environments and that is not what > AW is. > > Maybe the infrastructure on which AW is based is reaching the end of its > shelf-life (personally, I think the changes from v2.2 to v3.0 fell well > short of qualifying as a major product release), and v4 should be a > strategic redirection, but right now, with the split between the > server-based and client-based processing being so client heavy, some things > are just not practical. > > If mirrors were to be added to AW, then they should be true mirrors and not > a compromise of any form. If that means redeveloping large chunks of the > rendering code or even switching rendering engines, then you've just got to > accept that its not going to happen until AW can show in a business plan > that the costs involved would be recouped, with interest, over a fixed > period of time. Making such a change WITHOUT that business plan in place > would constitute negligent management. > > AW are not going to prosper by blindly pandering to the requests of the > likes of us, most of whom pay an annual pittance to AW to dabble in their > environment. Even world owners (who pay) don't provide much of AW's > revenue - their focus is, quite rightly, elsewhere. Business makes the world > go around ... not hobbyists. Anyone who cannot accept the service AW provide > should vote with their feet and be done with it. > [View Quote] grimbleDec 29, 2000, 3:41pm
The main point I was making (perhaps poorly) was that the end result from a
level editor is a fixed environment ... basically a set of predefined rules which equates ONLY to a fixed, completed world in AW (replace this wall with this one when someone shoots it, crumble the floor when someone walks on it). What it cannot handle, as AW can, is the scenario where one "player" can be on the third floor of a castle when another "player" comes along and replaces it with a rose garden. This is where I see the fundamental difference to AW which is focussed as a real-time, muti-user, interactive environment. If it is used to create a world which is then baselined and published, then yes, a comparison can be made, but I don't see how the central supports of the AW "community" (basically AlphaWorld and other public building worlds) could still be provided in that case. I have to agree that there is a likelyhood of new, better alternatives overtaking AW, but then that's how things work in the world. Its inevitable that someone else WILL come along and steal (at least) some of AW's market share. Its how AWCI respond to that intrusion that will decide their fate. I doubt they are a big enough company right now to pre-empt it. Final comment ... I know I've expressed this opinion before and I'll try to make it the last time. What AWCI do and how they do it is their business. A little more recognition of citizens as "customers" would be nice, but at the end of the day, if they don't want to concentrate on placating existing customers, then they don't have to. If they want to run the company into the ground (which I am not saying they are doing by any means), then it is the shareholders they answer to, not the customers (us). When there's comparitive competition, then we'll see what happens. Grims [View Quote] roluDec 29, 2000, 6:44pm
[View Quote]
I've seen games where you could level a mountain just by shooting at it.
I've seen games where you could build structures while playing, whole army bases, and shoot them to pieces. You can even play them multiplayer. And they all ran faster than AW. Now tell me how the "worlds" of those games are more fixed than those in AW? eepDec 30, 2000, 4:42am
[View Quote]
> The main point I was making (perhaps poorly) was that the end result from a
> level editor is a fixed environment ... basically a set of predefined rules > which equates ONLY to a fixed, completed world in AW (replace this wall with > this one when someone shoots it, crumble the floor when someone walks on > it). What it cannot handle, as AW can, is the scenario where one "player" > can be on the third floor of a castle when another "player" comes along and > replaces it with a rose garden. This is where I see the fundamental > difference to AW which is focussed as a real-time, muti-user, interactive > environment. Again, this is simply incorrect. AW can VERY easily allow such dynamic environments which include your so-called "fixed" environments of level editors. > If it is used to create a world which is then baselined and published, then > yes, a comparison can be made, but I don't see how the central supports of > the AW "community" (basically AlphaWorld and other public building worlds) > could still be provided in that case. Why can't you? AW already DOES support its "community" while at the same time allowing people to create worlds. <shrug> > I have to agree that there is a likelyhood of new, better alternatives > overtaking AW, but then that's how things work in the world. Its inevitable > that someone else WILL come along and steal (at least) some of AW's market > share. Its how AWCI respond to that intrusion that will decide their fate. I > doubt they are a big enough company right now to pre-empt it. > > Final comment ... I know I've expressed this opinion before and I'll try to > make it the last time. What AWCI do and how they do it is their business. A > little more recognition of citizens as "customers" would be nice, but at the > end of the day, if they don't want to concentrate on placating existing > customers, then they don't have to. If they want to run the company into the > ground (which I am not saying they are doing by any means), then it is the > shareholders they answer to, not the customers (us). Under Delaware Corporation Law, which AWCI is incorporated under, the shareholders have NO power over AWCI or its management. Please learn about things before commenting on them. > When there's comparitive competition, then we'll see what happens. You obviously don't pay attention to the gaming industry much. Perhaps you missed how popular Quake, Half-Life, and other games with level editors are. And with more and more multiuser online-only games coming in 2001, AW's so-called "market share" will be even more stressed. [View Quote] grimbleJan 4, 2001, 6:53pm
Geesh ... here we go again ...
[View Quote] > Again, this is simply incorrect. AW can VERY easily allow such dynamic environments which include your so-called "fixed" environments of level editors. I believe, if you read this point properly, I say that a COMPLETED AW world EQUATES to a predefined gaming level - i.e. AW has a broader scope than that of the level editor. If the environment is "fixed" such as in gaming levels (quake, half-life, etc.), then the overall rules of that "level" are fixed and only certain, supported activities have any interactive effect. Creating a "level" for something like a game would be the same as building your world off-line and uploading it like a web-page. With AW, you create the environment whilst interacting with it ... big difference. > Why can't you? AW already DOES support its "community" while at the same time allowing people to create worlds. <shrug> See above. AW doesn't just allow the creation of worlds. AW allows the real-time maintenance of the worlds, whilst everyone is interacting with it .... a bit like having someone trying to play a quake level while you were still creating it. If you take this feature away, then you have a level editor, BUT this is clearly one of the core concepts of AW and therefore, public building wouldn't be possible. > Under Delaware Corporation Law, which AWCI is incorporated under, the shareholders have NO power over AWCI or its management. Please learn about things before commenting on them. "Answer to" does NOT mean power over the running of the company. By definition, a shareholder has the power to plummet the company into financial ruin and therefore AWCI has a basic responsibility to them. The corporation law covering a company is irrelevant to the effect of the shareholders actions. > You obviously don't pay attention to the gaming industry much. Perhaps you missed how popular Quake, Half-Life, and other games with level editors are. And with more and more multiuser online-only games coming in 2001, AW's so-called "market share" will be even more stressed. To my mind, there is no other product around at the moment that even comes close to what AW can offer. Multi-user, online games do not combine AW's ability for dynamic content (and lets get this straight ... dynamic meaning TOTALLY dynamic, not just a select few supported activities pre-coded into a "level" definition such as the destruction of a specific wall or a bridge) with the capability for mass usage and interaction. There is no comparison. Grims [View Quote] > The main point I was making (perhaps poorly) was that the end result from a > level editor is a fixed environment ... basically a set of predefined rules > which equates ONLY to a fixed, completed world in AW (replace this wall with > this one when someone shoots it, crumble the floor when someone walks on > it). What it cannot handle, as AW can, is the scenario where one "player" > can be on the third floor of a castle when another "player" comes along and > replaces it with a rose garden. This is where I see the fundamental > difference to AW which is focussed as a real-time, muti-user, interactive > environment. Again, this is simply incorrect. AW can VERY easily allow such dynamic environments which include your so-called "fixed" environments of level editors. > If it is used to create a world which is then baselined and published, then > yes, a comparison can be made, but I don't see how the central supports of > the AW "community" (basically AlphaWorld and other public building worlds) > could still be provided in that case. Why can't you? AW already DOES support its "community" while at the same time allowing people to create worlds. <shrug> > I have to agree that there is a likelyhood of new, better alternatives > overtaking AW, but then that's how things work in the world. Its inevitable > that someone else WILL come along and steal (at least) some of AW's market > share. Its how AWCI respond to that intrusion that will decide their fate. I > doubt they are a big enough company right now to pre-empt it. > > Final comment ... I know I've expressed this opinion before and I'll try to > make it the last time. What AWCI do and how they do it is their business. A > little more recognition of citizens as "customers" would be nice, but at the > end of the day, if they don't want to concentrate on placating existing > customers, then they don't have to. If they want to run the company into the > ground (which I am not saying they are doing by any means), then it is the > shareholders they answer to, not the customers (us). Under Delaware Corporation Law, which AWCI is incorporated under, the shareholders have NO power over AWCI or its management. Please learn about things before commenting on them. > When there's comparitive competition, then we'll see what happens. You obviously don't pay attention to the gaming industry much. Perhaps you missed how popular Quake, Half-Life, and other games with level editors are. And with more and more multiuser online-only games coming in 2001, AW's so-called "market share" will be even more stressed. grimbleJan 4, 2001, 7:27pm
Not the same thing at all. Games where you can "level a mountain just by
shooting at it" have that opportinity predefined within the level. AW places no such restrictions on the user, where they can build a mountain, delete it, replace it with a park bench, stick a pole in the middle of the park bench, build a house around the park bench and pole, delete the pole, etc. etc. etc. ... ad infinitum. As for games were you can build ... you can only build those things that are supported within the game and interaction with these "objects" is also restricted to what is supported within the game. AW provides an environment where there are very few rules, and therefore handles any activity in a generic manner. In the games you mention, the restrictions placed on the player represent the "fixed" aspects. You can only do what the game supports which falls well short of a user's capabilities in AW. It is hardly surprising that these games perform so much better than AW due to the assumptions and subsequent shortcuts that can be made within the processing BECAUSE of these restrictions. With the generic nature of AW's concept, everything must be handled in a "correct" manner ... and that takes processing power. Here's an example (of the point - don't take it too literally regarding AW). Imagine a ten-pin bowling alley. The rules are strict here - if the ball hits the pins at a certain point, from a certain direction, the fixed starting position of the pins can be relied upon and the after-effects of the strike can be rapidly rendered BECAUSE of this fact. Now imagine the same bowling alley in AW ... where the pins can be put anywhere. Each object (e.g. the ball, the pins, etc.) must be handled discretely and all the impacts individually calculated and rendered before moving on to the next point in time (e.g. frame) because there are no assumptions that can be made. There is a massive overhead in handling real-world, flexible environments where rules are few and far between compared to those where the bounds of interaction are so limited. Grims [View Quote] I've seen games where you could level a mountain just by shooting at it. I've seen games where you could build structures while playing, whole army bases, and shoot them to pieces. You can even play them multiplayer. And they all ran faster than AW. Now tell me how the "worlds" of those games are more fixed than those in AW? roluJan 4, 2001, 9:41pm
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Well, everything has to be predefined in some way, otherwise it can't
happen. By the way, I wasn't speaking about a specific mountain, I was speaking about the terrain in general. It morphs when you shoot at it, or make big explosions. So if the terrain happens to be a mountain somewhere, you could keep shooting at it until it was a big hole. What you do therefore has an impact on the terrain as a whole. > AW places > no such restrictions on the user, where they can build a mountain, delete > it, replace it with a park bench, stick a pole in the middle of the park > bench, build a house around the park bench and pole, delete the pole, etc. > etc. etc. ... ad infinitum. It doesn't? Well you seem to overlook a few things... first of all, if the object isn't available, it can't be built in AW. There is a set of predefined objects you are working with. You can insert an object, place it somewhere and rotate it a bit (but only around it's up-down axis). This works the same in such a game: there are objects, which are at specific places, etc etc. The objects that are available are limited by the people who made the game, just as the objects available in a world are limited by the owner. Do you really think everything in a game is hard-coded into the executable? That would be very silly. The kind of games that look like AW usually just are a reality-simulator. The levels, monsters, players, etc are all completely modular. > As for games were you can build ... you can only build those things that are > supported within the game In AW you can only build the things provided by the world's owner. If you own a world yourself, you can put in anything you want. In those games, you can only build the things provided by the creators of the game. It is possible to add things, if not by the players, then by the creators themselves. (read: add-on packs with extra levels, monsters, pickups, bonusses, etc) See the similarities? > and interaction with these "objects" is also > restricted to what is supported within the game. Of course it is. But this is the same in AW. You can only interact with stuff in predefined ways. You can come up with new, creative ways to use those interactions, for example a bot that reacts on an avatar gesture. But you don't really create any new way to interact. Interaction in AW is limited to moving (moving to a certain area, or bumping into things), talking, using gestures and clicking on things. Nothing more. This is how AW restricts what you can do. You can use some of these things by standard (clicking, bumping, coming near an object), and write little scripts for them. But scripts are nothing special, it's a fairly common way to make things happen. For example, the Creatures series of games is completely driven by a scripting language. Creatures happens to be 2D, but it would be nothing different if it were 3D. Also, you can write bots, but that's similar to writing a plug in for a game. For example, someone has made an excellent plugin for Quake, Reaperbots. This plugin controls a bunch of AI players, and you can use it to brush up your deathmatch skills. (I can recommend it to anyone who likes quake multiplayer) > AW provides an environment > where there are very few rules, and therefore handles any activity in a > generic manner. Just the same for games. Most 3D games provide an environment for the games to live in, the game itself is created by the levels and the objects. Even Wolfenstein 3D could run customizable levels! > In the games you mention, the restrictions placed on the > player represent the "fixed" aspects. You can only do what the game supports > which falls well short of a user's capabilities in AW. In AW you can only do what AW supports, which isn't really all that much. > It is hardly surprising that these games perform so much better than AW due > to the assumptions and subsequent shortcuts that can be made within the > processing BECAUSE of these restrictions. You seem to be working with *very* old knowledge, or you grossly overestimate AW's capabilities. > With the generic nature of AW's > concept, everything must be handled in a "correct" manner ... and that takes > processing power. In a game, stuff must be handled in a correct manner too. Take Carmageddon II. There's a world, with various objects, and there are cars, which are objects too. Now crash your car into a streetlight at 300km/h. As for the game, this is just a matter of two objects hitting each other. Therefore, it has to model the crash to see what happens. The streetlight might break off and fly away, the car will deform, start to spin and maybe loose a few parts. Nothing is constant, compared with other crashes - the size and shape of the car, the size and shape of the streetlight, the overall world gravity (lunar gravity bonus, anyone), the thickness of the free space around you (you could be underwater), the speed and weight of the car, the speed and weight of the streetlight (could already be moving), etc etc etc. There are assumptions, of course. First of all, real world physics - gravity for example. And the objects have been preprogrammed to tell the game that they can break or deform at certain places. But *what* happens, and when and how, has to be done in the game itself. Now, for AW, the only physics it has to deal with are the movements of your avatar. You'll fall down, unless you are flying, and you won't walk through solid objects, unless you use shift. And if you are flying you'll keep on going for a while after you stopped pressing the keys. > Here's an example (of the point - don't take it too > literally regarding AW). Imagine a ten-pin bowling alley. The rules are > strict here - if the ball hits the pins at a certain point, from a certain > direction, the fixed starting position of the pins can be relied upon and > the after-effects of the strike can be rapidly rendered BECAUSE of this > fact. Now imagine the same bowling alley in AW ... where the pins can be put > anywhere. Each object (e.g. the ball, the pins, etc.) must be handled > discretely and all the impacts individually calculated and rendered before > moving on to the next point in time (e.g. frame) because there are no > assumptions that can be made. There is a massive overhead in handling > real-world, flexible environments where rules are few and far between > compared to those where the bounds of interaction are so limited. Nice example, but it doesn't apply here at all. The physics of the bowling alley aren't dealt with by the world server, nor by the AW client (unless you try to walk through it). AW has no native support for moving objects that influence other objects, and doesn't do any real world physics on them either. What really happens is this: there's a bot (plug-in) that provides the game. The bot only knows about balls and pins. The bot notices that you try to throw a ball, and then handles the moving and the impact. This is exactly the same as in a standalone bowling game, and everything happens on the computer the bot runs on. The only thing your client gets through is where the pins and the ball move, which is the same as when someone's avatar moves, or when someone moves an object while building. There simply *is* no real-world, flexible environment with few rules. AW has very strict rules, even. You seem to think of AW as something much more sophisticated than it is. Rolu grimbleJan 5, 2001, 12:28pm
OK, I take your points, but I look on the two scenarios as different -
especially the "mission packs" point since this, to me, demonstrates my point. "Mission packs" are basically additional pre-defined scenarios that the game can run. They don't relate to going in to other worlds in AW, since the same abilities are available in other worlds as in the original. You can change them dynamically from from any location. I know exactly what I mean, but I seem to be having a problem articulating it ... sorry. I still see vast differences between the scope of AW and those of an environment tailored to specific environments (such as games with massive level definitions). In terms of my views on AW ... the concepts behind AW are so much more generic than anything else we have been discussing here. Sophistication isn't the point, its the capabilities that the product allows over the alternatives that set AW aside. The "rules" that AW applies to its worlds are far less restrictive than those in games. The two sets of rules are focussed on different subjects. As I was saying to Eep, in my view, the 3D game environment that people compare AW to equates to a completed and published world. With the lack of an ability to state/script specific actions within an object definition for AW to the extent that is afforded to games programmers who are writing a specific game, AW falls behind in functionality and interaction whilst still having to follow the same processing. BUT is not the key point I have been trying to make ... which was that level editors create predefined environments (and new/updated environments which manifest themselves as your "mission packs") for a game. These environments are interacted with by the game itself ... but NOT while the level is being built. That is the focus of the game concept ... there's always a theme and a set of rules which relate to that theme, whereas AW is an attempt at a kind of "global interaction". I basically see no comparison because there is no theme defined for AW at all - no related rules/assumption. What games don't have to worry about is someone coming along and unexpectedly MOVING the walls of the U-Boat you're navigating. If they move because someone has pressed a button, then there is specific code to make the walls move in which is then executed within each of the instances of the game to which it is relevant. AW allows much, much, much lower-level activities than that. AW is aimed at mimicing the core activities within a "virtual world", not the instigation of predefined action. The bowling example was meant as an example for the point, not AW. AW's infrastructure doesn't allow such scenarios to be created efficiently ... (even bots wouldn't be able to perform that kind of task and keep the effect realistic to all client's). The Carmageddon II reference you made forced me to think a bit more (thanks for that!!), but I still came up with the same basic thoughts. The car is an object and it therefore a set a rules that define how it interacts with things such as how it deforms when hit (although I would imagine that the basic shape of the car isn't actually effected in terms of the object itself rather than just how it looks) and the rest is just a change of velocity that is then handled by the game. AW doesn't deal with specifics - all activity is handled in a generic way but you can't describe an object to the extent that a real-world needs. AW is the very, very, very, very, very, very, very, very, poor cousin of the "Thirteenth Floor" environment - modelling a world and not a scenario. Thinking about it though ... is the AW performance really that bad? v3.0 flies on my machine (PIII 500, 128MB, Voodoo 3 3000). The restriction is this pathetic dialup I have here. Bet there wouldn't be half the compaints about it if they had a "full screen" mode rather than windowed. Interesting discussion, but I think we're going to have to agree to disagree. Shame no-one else wants to join in. Grims. [View Quote] eepJan 5, 2001, 2:10pm
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> Geesh ... here we go again ...
Indeed. Try actually READING this time. [View Quote] You obviously don't have any clue about where the online gaming industry is heading. If you knew about games like 10six, you would know that editing a level (or "camp" as it's called in 10six) is QUITE possible while you're being attacked. While 10six doesn't have extensive editing capabilities like AW and TRUE level editors, it's a minor preview of what's coming up from games like Neverwinter Nights and already present in Vampire: The Masquerade - Redemption where the level can have elements added and deleted in real-time while other people are playing it. So get your head out of the sand and learn about these things BEFORE responding to this post and making yourself look even more clueless about the gaming industry. > shareholders have NO power over AWCI or its management. Please learn about > things before commenting on them. > > "Answer to" does NOT mean power over the running of the company. By > definition, a shareholder has the power to plummet the company into > financial ruin and therefore AWCI has a basic responsibility to them. The > corporation law covering a company is irrelevant to the effect of the > shareholders actions. Wrong again. Shareholders have NO power over AWCI--even to the extent of selling all their stock, which AWCI will simply buy back like they have been. > missed how popular Quake, Half-Life, and other games with level editors are. > And with more and more multiuser online-only games coming in 2001, AW's > so-called "market share" will be even more stressed. > > To my mind, there is no other product around at the moment that even comes > close to what AW can offer. Multi-user, online games do not combine AW's > ability for dynamic content (and lets get this straight ... dynamic meaning > TOTALLY dynamic, not just a select few supported activities pre-coded into a > "level" definition such as the destruction of a specific wall or a bridge) > with the capability for mass usage and interaction. There is no comparison. There is relative comparison and if you actually had a clue about the other games out there and upcoming ones I've mentioned you'd realize this. AW is pale in comparison to what most level editors can do, so AW's worlds aren't TOTALLY dynamic either. And learn how to increment reply, newbie. [View Quote] eepJan 5, 2001, 2:15pm
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> Not the same thing at all. Games where you can "level a mountain just by
> shooting at it" have that opportinity predefined within the level. AW places > no such restrictions on the user, where they can build a mountain, delete > it, replace it with a park bench, stick a pole in the middle of the park > bench, build a house around the park bench and pole, delete the pole, etc. > etc. etc. ... ad infinitum. Good god you're fucking dense, grimble. First of all, AW doesn't even ALLOW shooting, jumping, or most other game environment interactions, so for you to say that AW places no restrictions on the user just shows you're even MORE clueless about AW and 3D games than I thought. > As for games were you can build ... you can only build those things that are > supported within the game and interaction with these "objects" is also > restricted to what is supported within the game. AW provides an environment > where there are very few rules, and therefore handles any activity in a > generic manner. In the games you mention, the restrictions placed on the > player represent the "fixed" aspects. You can only do what the game supports > which falls well short of a user's capabilities in AW. AW public building worlds don't allow building with ANYTHING, as you imply, but impose restrictions on unconvered land, the ground zero building limit radius, whether or not the world has an object registry, eminent domain rights, etc, etc. > It is hardly surprising that these games perform so much better than AW due > to the assumptions and subsequent shortcuts that can be made within the > processing BECAUSE of these restrictions. With the generic nature of AW's > concept, everything must be handled in a "correct" manner ... and that takes > processing power. Here's an example (of the point - don't take it too > literally regarding AW). Imagine a ten-pin bowling alley. The rules are > strict here - if the ball hits the pins at a certain point, from a certain > direction, the fixed starting position of the pins can be relied upon and > the after-effects of the strike can be rapidly rendered BECAUSE of this > fact. Now imagine the same bowling alley in AW ... where the pins can be put > anywhere. Each object (e.g. the ball, the pins, etc.) must be handled > discretely and all the impacts individually calculated and rendered before > moving on to the next point in time (e.g. frame) because there are no > assumptions that can be made. There is a massive overhead in handling > real-world, flexible environments where rules are few and far between > compared to those where the bounds of interaction are so limited. You forget that AW has hardly any physics, and most 3D games don't have that detailed enough physics, but I'm sure if a 3D bowling game had an "alley/lane editor", the pins could be knocked down from whatever angle the designer wanted. Stop acting so cluelessly inept and LEARN about things before attempting to communicate about them, eh? God damn. [View Quote] grimbleJan 5, 2001, 4:37pm
Oh for F**ks sake......
[View Quote] Where do I say AW CAN do that, dopey? Read the f**king text and try to UNDERSTAND what people are saying. AW IS NOT GAME! Can you get that into your thick skull? You would be scared of what I know pal! > are environment supports > > AW public building worlds don't allow building with ANYTHING, as you imply, but impose restrictions on unconvered land, the ground zero building limit radius, whether or not the world has an object registry, eminent domain rights, etc, etc. You're getting pedantic now ... running out of sound arguments? ... and you CAN build with anything ... in your own world. MAKE the object, USE the object. Pretty simple to understand I would have thought. What game allows you to do that then? > due AW's takes certain and put before > > You forget that AW has hardly any physics, and most 3D games don't have that detailed enough physics, but I'm sure if a 3D bowling game had an "alley/lane editor", the pins could be knocked down from whatever angle the designer wanted. Guess what "Here's an example (of the point - don't take it too literally regarding AW)" meant? E-X-A-M-P-L-E ... meaning a method of demostrating a point and "don't take it too literally regarding AW" meaning not necessarily relating to AW ... because is was an E-X-A-M-P-L-E of the P-O-I-N-T. > > Stop acting so cluelessly inept and LEARN about things before attempting to communicate about them, eh? God damn. Not even going to bother with this one. You are now back on the filter list and told to F**K OFF. > army are > roluJan 5, 2001, 5:52pm
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Well, actually every world in AW is about the same. A world is just a
collection of objects. What objects, and how they are placed, is different in each world, but if you look at it in an abstract way, it's all more of the same. There are no special or extra abilities in any of the worlds. > You can > change them dynamically from from any location. And with that, you change the definition of the world a little. You can't change the levels in most 3D games while you are playing, *not* because it's hard to do, or impossible, or would mess with something 'precompiled', but because *it would ruin gameplay*. Imagine running through a maze, and instead of solving it, you delete walls until you get to the exit. That's why. > I know exactly what I mean, > but I seem to be having a problem articulating it ... sorry. I still see > vast differences between the scope of AW and those of an environment > tailored to specific environments (such as games with massive level > definitions). AW *is* tailored to a specific goal, namely a 3D chat program. AW itself does nothing special outside of that scope, all games and other things come from 3d party bots, which are specifically suited for a particular game. > > In terms of my views on AW ... the concepts behind AW are so much more > generic than anything else we have been discussing here. Sophistication > isn't the point, its the capabilities that the product allows over the > alternatives that set AW aside. It's quite possible to make a fully functional bowling alley in Quake. Duke Nukem 3D has a billiard table somewhere in one of the first levels. By modifying the data files of Carmageddon you can play as a pedestrian instead of as a car. You can always use things in other ways than intended, nothing special about that. It's even more fun. > The "rules" that AW applies to its worlds > are far less restrictive than those in games. The two sets of rules are > focussed on different subjects. As I was saying to Eep, in my view, the 3D > game environment that people compare AW to equates to a completed and > published world. That's a false assumption. A level is just a data file telling the game how that level is built. Nothing, except a decision of the creators of the game, prevents you from adding things. Your whole point, and excuse for why AW is behind 3D gaming, seems to be that you can add/delete/move objects when in a world? If so, this is silly at best. > With the lack of an ability to state/script specific > actions within an object definition for AW to the extent that is afforded to > games programmers who are writing a specific game, AW falls behind in > functionality and interaction whilst still having to follow the same > processing. Why do you think AW doesn't have a better scripting language? Not because it is needed for generality. It's mainly a lack of time. > BUT is not the key point I have been trying to make ... which > was that level editors create predefined environments (and new/updated > environments which manifest themselves as your "mission packs") for a game. If that's your key point, your whole argument falls, because it is false. You assume that all game levels, once completed by the editor, are somehow magically optimized and after that are completely static. But then what? If the game allows you to, you can change the level while playing it. That's just a matter of adding/deleting/changing things, it's just not desirable for gameplay. > These environments are interacted with by the game itself ... but NOT while > the level is being built. That is the focus of the game concept ... there's > always a theme and a set of rules which relate to that theme, whereas AW is > an attempt at a kind of "global interaction". I basically see no comparison > because there is no theme defined for AW at all - no related > rules/assumption. AW has a theme - 3D chat. It has rules - there is a world, in which you are represented by an avatar. This world is composed of a bunch of objects. You can move your avatar through that world, and might occasionally bump something. And AW assumes it has to take care of nothing, except for making sure your avatar doesn't move through solid objects, except for when you want to. > What games don't have to worry about is someone coming > along and unexpectedly MOVING the walls of the U-Boat you're navigating. If > they move because someone has pressed a button, then there is specific code > to make the walls move in which is then executed within each of the > instances of the game to which it is relevant. AW allows much, much, much > lower-level activities than that. AW is aimed at mimicing the core > activities within a "virtual world", not the instigation of predefined > action. Suddenly moving walls doesn't matter at all - see below. > The bowling example was meant as an example for the point, not AW. AW's > infrastructure doesn't allow such scenarios to be created efficiently ... > (even bots wouldn't be able to perform that kind of task and keep the effect > realistic to all client's). The Carmageddon II reference you made forced me > to think a bit more (thanks for that!!), but I still came up with the same > basic thoughts. The car is an object and it therefore a set a rules that > define how it interacts with things such as how it deforms when hit > (although I would imagine that the basic shape of the car isn't actually > effected in terms of the object itself rather than just how it looks) and > the rest is just a change of velocity that is then handled by the game. Yes. And now for AW? > AW > doesn't deal with specifics - all activity is handled in a generic way but > you can't describe an object to the extent that a real-world needs. AW is > the very, very, very, very, very, very, very, very, poor cousin of the > "Thirteenth Floor" environment - modelling a world and not a scenario. There you go wrong. AW doesn't handle any activity in a general way. It doesn't simulate a real world. In the eyes of the program, the world is just a static bunch of objects. Every now and then, the client gets messages like this: "That walk01.rwx over there is now moved to this position" or "This avatar moved to that position". And if you try to move, it goes like this: "hm, the user tries to walk forwards. Let's see, is there some solid object at the new position? If not, move, if so, don't move.". That's all AW does - it doesn't care for any physics, except for some general things to make your avatar move. It doesn't care about the physics of the other avatars in the world. There is *no* object interaction, for example a ball hitting a stick. If you are looking at a bowling game, there is nothing simulated or whatever by AW. Everything about the game is handled by a bot. The AW client just gets a bunch of messages about objects that get other locations. And when there is no bowling bot, there can be no bowling, because AW doesn't support such things. > Thinking about it though ... is the AW performance really that bad? v3.0 > flies on my machine (PIII 500, 128MB, Voodoo 3 3000). The restriction is > this pathetic dialup I have here. Bet there wouldn't be half the compaints > about it if they had a "full screen" mode rather than windowed. Considering what it does, it isn't really nice at all. It could probably be much better. > > Interesting discussion, but I think we're going to have to agree to > disagree. Shame no-one else wants to join in. Agreeing to disagree is ok, but only as a last resort, or on things clearly subjective (blue is a nice colour). Rolu > > Grims. > > > > [View Quote] eepJan 6, 2001, 4:42am
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> Oh for F**ks sake......
> [View Quote] And that's the problem, dipshit: AW ISN'Ta game, which is why it continues to flounder. AW has MUCH potential to be MORE gamelike, but Rick, JP, Roland, et al still don't get it. > You would be scared of what I know pal! <yawn> You haven't impressed me so far... > are > environment > supports > imply, but impose restrictions on unconvered land, the ground zero building > limit radius, whether or not the world has an object registry, eminent > domain rights, etc, etc. > > You're getting pedantic now ... running out of sound arguments? ... and you > CAN build with anything ... in your own world. MAKE the object, USE the > object. Pretty simple to understand I would have thought. What game allows > you to do that then? Level editors do, which is basically what AW is. > due > AW's > takes > certain > and > put > before > that detailed enough physics, but I'm sure if a 3D bowling game had an > "alley/lane editor", the pins could be knocked down from whatever angle the > designer wanted. > > Guess what "Here's an example (of the point - don't take it too literally > regarding AW)" meant? E-X-A-M-P-L-E ... meaning a method of demostrating a > point and "don't take it too literally regarding AW" meaning not necessarily > relating to AW ... because is was an E-X-A-M-P-L-E of the P-O-I-N-T. Well the point wasn't made because the example doesn't apply. <shrug> Back to Argument 101 with you! eepJan 6, 2001, 4:53am
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Ah but some games allow for exactly this. While a true deformable level hasn't been made (to my knowledge), some games have deformable elements like blowing up things (buildings, smaller objects, parts of walls, etc), deformable terrain (should see more of it this year), etc. Why do you think saved games are getting bigger? ~1-10MB is common, depending on level file size, of course, but that should show you that not only is your character's position being saved, but positions and states of just about everything else in the level: enemies, animals, movable objects, broken objects, etc, etc. 3D games are getting more and more interactive all the time and that is where I see AW heading if only Rick, JP, and Roland can pull their heads out of their wanna-be "e-commerce" asses and get the picture before a REAL game developer simply does it themself, which is already happening.
> > AW *is* tailored to a specific goal, namely a 3D chat program. AW itself > does nothing special outside of that scope, all games and other things come > from 3d party bots, which are specifically suited for a particular game. AW isn't as much about chat as it is about creating. I've said it before and I'll say it again: AW is a multiuser level editor--period. But it still needs a lot of improvement before it can be a viable alternative to current 3D game level editors. > > That's a false assumption. A level is just a data file telling the game how > that level is built. Nothing, except a decision of the creators of the game, > prevents you from adding things. Your whole point, and excuse for why AW is > behind 3D gaming, seems to be that you can add/delete/move objects when in a > world? If so, this is silly at best. ....which can be a game in and of itself! Just look at all the puzzle games that involve moving objects... > to > > Why do you think AW doesn't have a better scripting language? Not because it > is needed for generality. It's mainly a lack of time. ....and vision. Rob Britvich seems to've taken AW's vision with him because Rick, JP, and Roland sure as fuck don't have one for AW--and, no, "e-commerce" is not a vision but simply an overhyped bandwagon catch-phrase that's dying along with the much overhyped .com mania of the past year. lilalpha phalphaJan 6, 2001, 9:30pm
So Eep, what your saying is you want AW to be more GAMELIKE? Not a game
right? I agree, adding gamelike features would add to the reality of the software. For instance, if you in a world where you cant fly, and mabey your in a big puzzle or maze, you could jump over obstacles, or shoot down secret walls. Some of the features of AW 3.1 might help improve the visitors experience: ex. the new 'light' command, an object will be able to cast light and will probably look very cool in a world with dark lighting... Which means lampposts may be able to light roads, or path at night while your walking down them... Also, a new shooting feature would be nice, especially for games like AWCtf, or paintball, as it would take the job off of the bot (which cant do its job that well anyways), I also agree with Eep, that if AW doesn't even try to 'tag-along' with these other 3d games that are appearing, where you can chat and play at the same time (multiplayer games.) It just might be awhile before AWCOM realizes this... If you tried some of these other games (like Starsiege Tribes, for ex.,) you would see that some of them have 'communities' also. They may not be as organized as the AW Community, but there are different clans you can join, and play along side each other. There are different ladders you can play on, and face other clans on a closed server. There are people who make different MODs for the game (which alters the game in every way possible, except on the client side.) You can also make different levels/maps. You can generate your own terrain and modify it, place bases, MAKE AI BOTS (Which happen to be built into the Starsiege Tribes client). You can even make objects for some of these games through 3d graphics designers, like 3d MAX, so as far as level/editing or building, whichever you may prefer, they are similar up to the way they are done. Then you can send them all over the 'game's community' and have your level/map played on all of the major servers. I agree, there some good points about AW, number one being its community, and all the organizations within. But, there are some other programs that has all AW has PLUS some. I don't think Ron 'Protagonist' Britvitch really expected AW to become a game, or a tool for e-commerce at that. I think he just meant for it to be an interactive chat program. But if we want Protagonist's creation to live on we have to do something. LilAlpha Phalpha :) PS: If you people haven't realized it but Eep is also concerned about the future of AW too... He isn't trying to destroy it by turning it into a game, he is trying to save it. We each have our own ways of doing things, his just happen to be unique. So don't flame Eep when he gets started about this, support him, or else you might get flamed back, and trust me, it isn't pretty. raven knightFeb 9, 2001, 5:53pm
Alright...
Yup it's me again... stepping in to solve an argument. This is how it works - a reflectivity code native to the browser and renderware environment would probably use Direct X 7.0 and OpenGL code... It would also require that the world in which it is used has a defined border to calculate what it is reflecting based on it's position. So.. what does this mean for AW in codeing? Roughly, it means that the worlds in the AW Universe need defined borders for the ends of the worlds as well as AW doing a bit of studying into OpenGL and Direct X coding. While they're at it, AW could even make the ends of the worlds, (defined) render the connecting land from the opposite side of the map so that the worlds are really spherical... maybe. The idea is that AW needs to actually sit down and get creative... Reflectivity (mirrors) are a business addition because it makes things more realistic (which is the point isn't it?) from a subtle reflection in a window or water to a full length mirror... it's the small things that trick the user into thinking it's realistic. The more realistically a product is shown in 3D the more a user will think it's serious and not just a "chat environment". Believe it or not AW as a program is much more powerful than people know... it just takes the right talent to bring out the best in it :) roluFeb 9, 2001, 7:35pm
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If you'd do that, you won't get a sphere, but a torus. A doughnut shaped
world. Still a very interesting shape :-) rolu |