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When will Final Release be out then please? (Community)
When will Final Release be out then please? // Community
Jan 28, 2001, 3:07am
Does anyone know when the final release will be out then? Thanks for your
help.
Jan 28, 2001, 3:48am
i heard like june.. or was it april/may.. i dunno.. something before july
i'm sure..
--
J B E L L
http://platinum.awjbell.com
G O I N G P L A T I N U M
[View Quote]"felix2001" <homeworkkid at msn.com> wrote in message
news:3a73a91c at server1.Activeworlds.com...
> Does anyone know when the final release will be out then? Thanks for your
> help.
>
>
|
Jan 28, 2001, 12:18pm
If it's that long than Roland sure is doing some pretty dumb things skipping
public beta. He has relatively decent reason to skip it IF the children in
charge are forcing a rush job again. I simply can't wait until I get my
hands on a copy of it and can count how many massive, obvious bugs are right
there (similar to the one that made massive portions of AW world unbuildable
that was _NEVER_ fixed.)
--
Wing
This little spot is dedicated to my girl, Jessie.
WHAT TIME IS IT? GAME TIME!
Ravens are goin Festivus Maximus on Purple Sunday
AW Citizen 305004 "Wing"
bathgate at prodigy.net
eyemwing at teleport.com
ICQ #101207433
[View Quote]j b e l l <jbell1983 at home.com> wrote in message
news:3a73b2a9$1 at server1.Activeworlds.com...
> i heard like june.. or was it april/may.. i dunno.. something before july
> i'm sure..
>
> --
> J B E L L
> http://platinum.awjbell.com
> G O I N G P L A T I N U M
> "felix2001" <homeworkkid at msn.com> wrote in message
> news:3a73a91c at server1.Activeworlds.com...
your
>
>
|
Jan 28, 2001, 1:10pm
He'll probably be done 3.2 by then,He must be just sitting around qITING FOR
BUGS TO COME IN AND SAYS HELL FIX THEM LATER I WONDER IFF WE'LL EVER GET IT
cAUSE I WANNA GET IT BEFORE I GO TO THRE LAKE; )sorry caps
--
--------------Hey,Whats Up
[View Quote]"wing" <bathgate at prodigy.net> wrote in message
news:3a742a3e at server1.Activeworlds.com...
> If it's that long than Roland sure is doing some pretty dumb things
skipping
> public beta. He has relatively decent reason to skip it IF the children in
> charge are forcing a rush job again. I simply can't wait until I get my
> hands on a copy of it and can count how many massive, obvious bugs are
right
> there (similar to the one that made massive portions of AW world
unbuildable
> that was _NEVER_ fixed.)
>
> --
> Wing
> This little spot is dedicated to my girl, Jessie.
> WHAT TIME IS IT? GAME TIME!
> Ravens are goin Festivus Maximus on Purple Sunday
> AW Citizen 305004 "Wing"
> bathgate at prodigy.net
> eyemwing at teleport.com
> ICQ #101207433
> j b e l l <jbell1983 at home.com> wrote in message
> news:3a73b2a9$1 at server1.Activeworlds.com...
july
> your
>
>
|
Jan 28, 2001, 3:28pm
Which bug is this that "made massive portions of AW world unbuildable"? Plus, quite a few of the obvious bugs have already been
caught by a closed beta. Roland just expanded it a little at the last Tech Talk, in fact.
-Agent1
[View Quote]wing <bathgate at prodigy.net> wrote in message news:3a742a3e at server1.Activeworlds.com...
> If it's that long than Roland sure is doing some pretty dumb things skipping
> public beta. He has relatively decent reason to skip it IF the children in
> charge are forcing a rush job again. I simply can't wait until I get my
> hands on a copy of it and can count how many massive, obvious bugs are right
> there (similar to the one that made massive portions of AW world unbuildable
> that was _NEVER_ fixed.)
>
> --
> Wing
> This little spot is dedicated to my girl, Jessie.
> WHAT TIME IS IT? GAME TIME!
> Ravens are goin Festivus Maximus on Purple Sunday
> AW Citizen 305004 "Wing"
> bathgate at prodigy.net
> eyemwing at teleport.com
> ICQ #101207433
> j b e l l <jbell1983 at home.com> wrote in message
> news:3a73b2a9$1 at server1.Activeworlds.com...
> your
>
>
|
Jan 28, 2001, 4:17pm
what the hell are you talking about?? *sigh* If you KNEW you used caps, why
don't you try to UNcapitalize everything. Learn to spell too.
YOU do not control when 3.1 will come out, and no matter how much you cry
and cry, you're not going to get it any sooner. So just quit it. Not just
complaining, but your whole text speech in general, cuz I can't understand
most of what you're saying. And maybe if you came to a tech talk every once
in a while, you might know what's going on. Apparently, you're just another
selfish consumer. puh.
Nornny
[View Quote]"col klink" <jarync at home.com> wrote in message
news:3a74364b$1 at server1.Activeworlds.com...
>
> He'll probably be done 3.2 by then,He must be just sitting around qITING
FOR
> BUGS TO COME IN AND SAYS HELL FIX THEM LATER I WONDER IFF WE'LL EVER GET
IT
> cAUSE I WANNA GET IT BEFORE I GO TO THRE LAKE; )sorry caps
> --
> --------------Hey,Whats Up
> "wing" <bathgate at prodigy.net> wrote in message
> news:3a742a3e at server1.Activeworlds.com...
> skipping
in
> right
> unbuildable
> july
>
>
|
Jan 28, 2001, 7:59pm
I don't know why nobody except me and Nathan ever notice this but in AW3.0
at very large coordinates, the object placement code is VERY unprecise
missing my a few centimeters. Roland himself even acknowledged this but
essentially, we got a "live with it" response.
--
Wing
This little spot is dedicated to my girl, Jessie.
WHAT TIME IS IT? GAME TIME!
Ravens are goin Festivus Maximus on Purple Sunday
AW Citizen 305004 "Wing"
bathgate at prodigy.net
eyemwing at teleport.com
ICQ #101207433
[View Quote]agent1 <Agent1 at my.activeworlds.com> wrote in message
news:3a7456d7$1 at server1.Activeworlds.com...
> Which bug is this that "made massive portions of AW world unbuildable"?
Plus, quite a few of the obvious bugs have already been
> caught by a closed beta. Roland just expanded it a little at the last Tech
Talk, in fact.
>
> -Agent1
>
>
> wing <bathgate at prodigy.net> wrote in message
news:3a742a3e at server1.Activeworlds.com...
skipping
in
right
unbuildable
july
>
>
|
Jan 28, 2001, 9:48pm
It's probably because the floating point numbers that need to be juggled are getting rather large at that point and end up being less precise.
-Agent1
[View Quote]"wing" <bathgate at prodigy.net> wrote in message news:3a749634 at server1.Activeworlds.com...
> I don't know why nobody except me and Nathan ever notice this but in AW3.0
> at very large coordinates, the object placement code is VERY unprecise
> missing my a few centimeters. Roland himself even acknowledged this but
> essentially, we got a "live with it" response.
>
> --
> Wing
> This little spot is dedicated to my girl, Jessie.
> WHAT TIME IS IT? GAME TIME!
> Ravens are goin Festivus Maximus on Purple Sunday
> AW Citizen 305004 "Wing"
> bathgate at prodigy.net
> eyemwing at teleport.com
> ICQ #101207433
> agent1 <Agent1 at my.activeworlds.com> wrote in message
> news:3a7456d7$1 at server1.Activeworlds.com...
> Plus, quite a few of the obvious bugs have already been
> Talk, in fact.
> news:3a742a3e at server1.Activeworlds.com...
> skipping
> in
> right
> unbuildable
> july
>
>
|
Jan 28, 2001, 11:41pm
Try not to hit that shift key too much.. :-p
--
Syntax
syntax at earthcorp.com
www.swcity.net
[View Quote]wing <bathgate at prodigy.net> wrote in message
news:3a749634 at server1.Activeworlds.com...
> I don't know why nobody except me and Nathan ever notice this but in AW3.0
> at very large coordinates, the object placement code is VERY unprecise
> missing my a few centimeters. Roland himself even acknowledged this but
> essentially, we got a "live with it" response.
>
> --
> Wing
> This little spot is dedicated to my girl, Jessie.
> WHAT TIME IS IT? GAME TIME!
> Ravens are goin Festivus Maximus on Purple Sunday
> AW Citizen 305004 "Wing"
> bathgate at prodigy.net
> eyemwing at teleport.com
> ICQ #101207433
> agent1 <Agent1 at my.activeworlds.com> wrote in message
> news:3a7456d7$1 at server1.Activeworlds.com...
> Plus, quite a few of the obvious bugs have already been
Tech
> Talk, in fact.
> news:3a742a3e at server1.Activeworlds.com...
> skipping
children
> in
my
> right
> unbuildable
> july
for
>
>
|
Jan 29, 2001, 7:33am
Huh? I've noticed this for months, and have told Roland MANY times, yet he's simply too cluelessly inept to learn how to do floating point math correctly and claims it's a Criterion problem, which I just don't believe. He tried to fix the gap/seam bug when AW3 was released (despite his claim that it also happened in AW 2.2 because I NEVER noticed it before AW3) by adding even smaller object movement increments, but that's a quick-fix for a deeper bug: bad math. Incorrect floating point calculations also account for jerky avatar turning and movement (the latter of which can be easily noticed at high coordinates like in AlphaWorld).
Roland needs to learn math better--PERIOD.
[View Quote]
> I don't know why nobody except me and Nathan ever notice this but in AW3.0
> at very large coordinates, the object placement code is VERY unprecise
> missing my a few centimeters. Roland himself even acknowledged this but
> essentially, we got a "live with it" response.
Jan 29, 2001, 9:23am
Why floating point? Doesn't make sense to me. A bunch of (large) integers
would have done the job, at exact precision.
Rolu
[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3a74afd1$2 at server1.Activeworlds.com...
> It's probably because the floating point numbers that need to be juggled
are getting rather large at that point and end up being less precise.
>
> -Agent1
>
>
> "wing" <bathgate at prodigy.net> wrote in message
news:3a749634 at server1.Activeworlds.com...
AW3.0
unbuildable"?
Tech
children
my
are
before
for
>
>
|
Jan 29, 2001, 11:20am
[View Quote]eep wrote:
>
> Huh? I've noticed this for months, and have told Roland MANY times, yet he's simply too cluelessly inept to learn how to do floating point math correctly and claims it's a Criterion problem, which I just don't believe. He tried to fix the gap/seam bug when AW3 was released (despite his claim that it also happened in AW 2.2 because I NEVER noticed it before AW3) by adding even smaller object movement increments, but that's a quick-fix for a deeper bug: bad math. Incorrect floating point calculations also account for jerky avatar turning and movement (the latter of which can be easily noticed at high coordinates like in AlphaWorld).
>
> Roland needs to learn math better--PERIOD.
>
Sais someone who can't even calculate 60m*60m :( Go back to grade school and learn it first --- PERIOD.
|
<snip>
Jan 29, 2001, 11:48am
Thanks for the math session Eep, Roland will not release a version of AW
until hes sure he is ready to do so, just be patient, usually its for the
better when its closed. About the gap bug your talking about, I say the
same of whoever told that to wing, live with it!
image
image2 at uswest.net
www.imagebot.net
[View Quote]"eep" <eep at tnlc.com> wrote in message news:3A7536F8.1EC8D3E3 at tnlc.com...
> Huh? I've noticed this for months, and have told Roland MANY times, yet
he's simply too cluelessly inept to learn how to do floating point math
correctly and claims it's a Criterion problem, which I just don't believe.
He tried to fix the gap/seam bug when AW3 was released (despite his claim
that it also happened in AW 2.2 because I NEVER noticed it before AW3) by
adding even smaller object movement increments, but that's a quick-fix for a
deeper bug: bad math. Incorrect floating point calculations also account for
jerky avatar turning and movement (the latter of which can be easily noticed
at high coordinates like in AlphaWorld).
>
> Roland needs to learn math better--PERIOD.
>
> wing wrote:
>
AW3.0
>
|
Jan 29, 2001, 1:39pm
[View Quote]"image" <image2 at uswest.net> wrote in message
news:3a757496$1 at server1.Activeworlds.com...
> Thanks for the math session Eep, Roland will not release a version of AW
> until hes sure he is ready to do so, just be patient, usually its for the
> better when its closed. About the gap bug your talking about, I say the
> same of whoever told that to wing, live with it!
|
"live with it" is extremely lame. What, it doesn't work? Well, live with it!
(because we aren't going to fix it). It's a bug, it must be fixed.
Rolu
>
> image
> image2 at uswest.net
> www.imagebot.net
>
[View Quote]> "eep" <eep at tnlc.com> wrote in message news:3A7536F8.1EC8D3E3 at tnlc.com...
> he's simply too cluelessly inept to learn how to do floating point math
> correctly and claims it's a Criterion problem, which I just don't believe.
> He tried to fix the gap/seam bug when AW3 was released (despite his claim
> that it also happened in AW 2.2 because I NEVER noticed it before AW3) by
> adding even smaller object movement increments, but that's a quick-fix for
a
> deeper bug: bad math. Incorrect floating point calculations also account
for
> jerky avatar turning and movement (the latter of which can be easily
noticed
> at high coordinates like in AlphaWorld).
> AW3.0
but
>
>
|
Jan 29, 2001, 3:00pm
Oh yea, "live with it". You (and Roland) obviously don't build much or very detailed then because if so those gaps/seams would REALLY annoy the shit out of you, ESPECIALLY when doing precision object placement. It really kills the realism when objects can't be PERFECTLY flush against each other.
[View Quote]
> Thanks for the math session Eep, Roland will not release a version of AW
> until hes sure he is ready to do so, just be patient, usually its for the
> better when its closed. About the gap bug your talking about, I say the
> same of whoever told that to wing, live with it!
>
[View Quote]> "eep" <eep at tnlc.com> wrote in message news:3A7536F8.1EC8D3E3 at tnlc.com...
> he's simply too cluelessly inept to learn how to do floating point math
> correctly and claims it's a Criterion problem, which I just don't believe.
> He tried to fix the gap/seam bug when AW3 was released (despite his claim
> that it also happened in AW 2.2 because I NEVER noticed it before AW3) by
> adding even smaller object movement increments, but that's a quick-fix for a
> deeper bug: bad math. Incorrect floating point calculations also account for
> jerky avatar turning and movement (the latter of which can be easily noticed
> at high coordinates like in AlphaWorld).
> AW3.0
|
Jan 29, 2001, 3:03pm
[View Quote]
[View Quote]> eep wrote:
>
> Sais someone who can't even calculate 60m*60m :( Go back to grade school and learn it first --- PERIOD.
|
The same could be said for your spelling and English language comprehension. Anyway, you KNOW what I mean by "60m²" so get the fuck over it, Andras. So I don't put the damn parantheses around "60"--sue me. That still doesn't negate the fact that Roland sucks at floating point calculations.
Jan 29, 2001, 5:47pm
Well different 3d cards handles AW differently. I've tried quite a few and some of them do show annoying gaps, but some don't. I don't think this can be blamed on Roland. Perhaps we should yell at the code because it should *know* what Roland mean!!
[View Quote]
[View Quote]> andras wrote:
>
>
> The same could be said for your spelling and English language comprehension. Anyway, you KNOW what I mean by "60m²" so get the fuck over it, Andras. So I don't put the damn parantheses around "60"--sue me. That still doesn't negate the fact that Roland sucks at floating point calculations.
|
Jan 29, 2001, 8:06pm
Actually ive never encountered it, maby it was the way the objects were
designed, if in AW, most AW objects were created back like in 2.1/2.2 give
Roland a break their are more important things that need to be done to keep
AW up to date (T&L support) which im sure he has been harassed about
considering a lot of people on AW have a geforce.
image
image2 at uswest.net
www.imagebot.net
[View Quote]"eep" <eep at tnlc.com> wrote in message news:3A759FFE.A444921D at tnlc.com...
> Oh yea, "live with it". You (and Roland) obviously don't build much or
very detailed then because if so those gaps/seams would REALLY annoy the
shit out of you, ESPECIALLY when doing precision object placement. It really
kills the realism when objects can't be PERFECTLY flush against each other.
>
> image wrote:
>
the
yet
believe.
claim
by
for a
for
noticed
unprecise
but
>
|
Jan 30, 2001, 12:50am
Well, thanks, j b e l l , at least you answered my question :-)
[View Quote]"j b e l l" <jbell1983 at home.com> wrote in message
news:3a73b2a9$1 at server1.Activeworlds.com...
> i heard like june.. or was it april/may.. i dunno.. something before july
> i'm sure..
>
> --
> J B E L L
> http://platinum.awjbell.com
> G O I N G P L A T I N U M
> "felix2001" <homeworkkid at msn.com> wrote in message
> news:3a73a91c at server1.Activeworlds.com...
your
>
>
|
Jan 30, 2001, 1:39pm
Which cards have you tried that don't show gaps? I'd like some comparison screenshots and proof, please.
[View Quote]
> Well different 3d cards handles AW differently. I've tried quite a few and some of them do show annoying gaps, but some don't. I don't think this can be blamed on Roland. Perhaps we should yell at the code because it should *know* what Roland mean!!
>
[View Quote]
Jan 30, 2001, 1:43pm
[View Quote]
> Actually ive never encountered it,
Thank you for proving that you don't build intenstively enough to have seen them.
> maby it was the way the objects were designed,
nope
> if in AW, most AW objects were created back like in 2.1/2.2 give
> Roland a break their are more important things that need to be done to keep
> AW up to date (T&L support) which im sure he has been harassed about
> considering a lot of people on AW have a geforce.
While I agree T&L support would be nice, I would rather have this seam problem fixed first. T&L support would be a new feature while the seams are an EXISTING bug. These are the priorities Roland, Rick, and JP don't understand. If anything, Roland should be giving US a break and fix all his damn bugs.
[View Quote]> "eep" <eep at tnlc.com> wrote in message news:3A759FFE.A444921D at tnlc.com...
> very detailed then because if so those gaps/seams would REALLY annoy the
> shit out of you, ESPECIALLY when doing precision object placement. It really
> kills the realism when objects can't be PERFECTLY flush against each other.
> the
> yet
> believe.
> claim
> by
> for a
> for
> noticed
> unprecise
> but
|
Jan 30, 2001, 9:40pm
um 60 square meters thats a easy one :)
[View Quote]"eep" <eep at tnlc.com> wrote in message news:3A76DE65.A7244447 at tnlc.com...
> Which cards have you tried that don't show gaps? I'd like some comparison
screenshots and proof, please.
>
> aasmund1 wrote:
>
and some of them do show annoying gaps, but some don't. I don't think this
can be blamed on Roland. Perhaps we should yell at the code because it
should *know* what Roland mean!!
times, yet he's simply too cluelessly inept to learn how to do floating
point math correctly and claims it's a Criterion problem, which I just don't
believe. He tried to fix the gap/seam bug when AW3 was released (despite his
claim that it also happened in AW 2.2 because I NEVER noticed it before AW3)
by adding even smaller object movement increments, but that's a quick-fix
for a deeper bug: bad math. Incorrect floating point calculations also
account for jerky avatar turning and movement (the latter of which can be
easily noticed at high coordinates like in AlphaWorld).
school and learn it first --- PERIOD.
comprehension. Anyway, you KNOW what I mean by "60m²" so get the fuck over
it, Andras. So I don't put the damn parantheses around "60"--sue me. That
still doesn't negate the fact that Roland sucks at floating point
calculations.
>
|
Jan 30, 2001, 10:21pm
lol, your welcome.. i can find out a more precise date if you'de like..
--
J B E L L
http://platinum.awjbell.com
G O I N G P L A T I N U M
[View Quote]"felix2001" <homeworkkid at msn.com> wrote in message
news:3a762bf1 at server1.Activeworlds.com...
> Well, thanks, j b e l l , at least you answered my question :-)
> "j b e l l" <jbell1983 at home.com> wrote in message
> news:3a73b2a9$1 at server1.Activeworlds.com...
july
> your
>
>
|
|