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zeo toxion // User Search
zeo toxion // User Search
Jun 28, 2002, 12:24am
and going back to build 41 works....
Jun 29, 2002, 3:04pm
I dont see the point in telling people your instant messanging info over
another chat/instant message (in a way) program. Chat with them over aw.
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[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message
news:3d1c957b at server1.Activeworlds.com...
> Hey everyone, you know how as a cit you in your cit information u have the
> homepage/ wouldn't it be cool if u could provide info also for people to
see
> like u can on the Instant Messenging Programs?
>
>
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Jun 29, 2002, 6:31pm
oh, right
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[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d1e1190 at server1.Activeworlds.com...
> I think he means like what AIM has. A profile area that you can fill with
> any info ya want. :-)
>
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d1de8ba at server1.Activeworlds.com...
> the
to
>
>
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Jun 29, 2002, 6:33pm
Simple addition. Now that gzs coords are not always at 0n 0w have a Teleport
> Ground Zero option that will teleport you to the ground zero of the world.
I hate re entering when i dont have to.
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Jun 30, 2002, 2:14am
>:|....i hate being proved wrong
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[View Quote]"anduin" <anduin at anduin-lothario.com> wrote in message
news:0msshush83m16l0l31f2usr6pbbvqhatq8 at 4ax.com...
> In a galaxy far far away, known as wishlist, an identify claiming to
> be known as "zeo toxion" <zeo at my.activeworlds.com> scribed the
> following:
Teleport
world.
>
> Hit ALT + T then hit T again, this will bring up the "Teleport To..."
> option; you don't need to type in anything if you wish to teleport to
> the worlds GZ, just hit enter and it will take you to GZ.
>
> Alt + T + T + Enter
>
>
> ,,,,,
> (o o)
> /--------------ooO--(_)--Ooo--------------\
> | Anduin (317281) |
> | o The Gorean Scribe |
> | o http://www.anduin-lothario.com |
> | o It wasn't me, it was the one I'm in! |
> \--------------ooO-------Ooo--------------/
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Jun 30, 2002, 1:41pm
No offense but LOL
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[View Quote]"john" <johnfricker at lineone.net> wrote in message
news:3d1f0281 at server1.Activeworlds.com...
> I think aw should make it so you can name objects, e.g.
>
> create name camera1
>
> then you can to a tv
>
> tv1.rwx,
>
> action:
>
> create camera name=camera1 angle=90 update=1
>
>
> this would make a camera that keeps updating the picture at 90 degrees
from
> it. It would be cool for virtual CCTV.... and, you could do the ability
> like:
> create camera name=camera1 angle=90 update=1 world=aw cit=336613
>
> which would give you a camera froma cert world w/ pictures & stuff.
>
> Just a suggestion
>
>
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Jun 30, 2002, 3:50pm
I think this would be a good idea maybe. Lets say your maximum fog is at 60.
Some people might have their visibilty over 60 and are seeing objects past
what they can see. If you put the maximum visibility at 60 then they wont
see anything past the fog no matter what their fog is set at in their
settings and it will be less laggy for them. I know if you set it high you
can probably handle that much but makign it lower will increase framerate
even more.
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Jul 1, 2002, 1:25am
In my world with max fog set to 100. If you set your visibility to 200
(mines usualy on 70 or so) I noticed it doesn't effect frame rate but you
still get the jerkyness that is still considered lag and it is a lot worse
at 200 vis. I guess it is still doing calulations for the objects past the
fog but it doesnt effect frame rate since its not rendering? Either way its
still laggier.
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[View Quote]"young phalpha" <RhaneC at msn.com> wrote in message
news:3d1f8351 at server1.Activeworlds.com...
> Objects past the maximum fog distance are simply not rendered. :)
>
> - YP
>
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d1f44fb$1 at server1.Activeworlds.com...
> I think this would be a good idea maybe. Lets say your maximum fog is at
60.
> Some people might have their visibilty over 60 and are seeing objects past
> what they can see. If you put the maximum visibility at 60 then they wont
> see anything past the fog no matter what their fog is set at in their
> settings and it will be less laggy for them. I know if you set it high you
> can probably handle that much but makign it lower will increase framerate
> even more.
>
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>
>
>
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Jul 4, 2002, 4:14pm
I've decided I want to buy a world but I refuse to buy it until AW includes
something they should have in the first place. Ability to change the default
terrain texture! How hard is this!? I own an object path and there's is NO
WAY I'm making another one or changing every single terrain square just to
have another texture. But even then I can't change the texture past the edge
of the world. Other worlds use this path and have been for a long time. I'm
not going to force them to have their world turned ugly because I want
another default terrain texture that isn't just grass or something.
I know this wouldn't be very hard to add another world option. And even if
it is it is VERY important. I don't know why this wasn't thought of in the
first place because I thought of it the first time I ever used terrain. I'm
going to e-mail this to the developers becuase no one ever reads this ng (i
still wonder why it even exists).
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Jul 5, 2002, 1:37pm
Well I'm sorry not everyone likes to create another object path and copy
millions of files over just to change one texture (terrain0.jpg) and that
not everyone uses the godly Linux operating system. Object paths were meant
to be used by more then one world, or we wouldn't have things like leased
ops or the activeworlds op (or any other op for that matter) being public.
It's easier to change one setting then change the entire way we use object
paths to the way it should be according to you. There's usual no other
conflicts except for the one that was created with terrain. I don't see any
sense in wasting space by having more then one path with all the same
objects on them anyway just because I'm afraid something might "conflict".
There, I think I've complained enough for today...
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[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d251af0$1 at server1.Activeworlds.com...
> Why do you need it so much.. object paths should only be used by one world
> anyways. (even though that's likely not to happen). That way there's no
> conflicts. If your object path is on a linux computer, link folders. If
> not, there's no way to do it that doesn't require a lot of work really.
>
> --Bowen--
>
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d249097$1 at server1.Activeworlds.com...
> includes
> default
NO
to
> edge
> I'm
if
the
> I'm
> (i
>
>
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Jul 5, 2002, 5:45pm
Yes, I heard what you said. What I'm trying to say is, this should be a
feature. I don't even host my own OP so even if it is Linux there's nothing
I can do about it. I doubt it's so hard to do that they skipped it on
purpose. I'm reminding them that this is a very needed feature. I don't know
where you get the impression that object paths are only supposed to be used
in one world unless you've taken a poll or something. If they made it easy
for one world OPs and not OPs that multiple worlds use then that would cause
hassle for a lot of world owners. Thanks for trying to help but I just want
a feature not a work-around :)
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[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d25dcc6$1 at server1.Activeworlds.com...
> Did you read what I said? If it's on a linux machine you can link
folders.
> Linking folders allows you to create a pseudo object path. Just create a
> seperate terrain folder and switch terrains around. Then link the
> models/avatars/seqs/sounds folders and link them to the existing ones. If
> not, there's not much you can do about it until it's added into the
browser.
> I don't see it happening either. MOST op's are only used in one world.
>
> --Bowen--
>
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d25bd3d at server1.Activeworlds.com...
that
> meant
leased
public.
object
> any
"conflict".
> world
> no
> If
really.
> is
> just
> the
> time.
want
> even
in
> terrain.
this
> ng
>
>
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Jul 5, 2002, 5:50pm
Umm...do you even know what a My Briefcase is? It's when you want to
synchronies files between two computers like your home and laptop computer
that you'd edit on both so that both versions of the briefcase are always
the newest. At least I'm pretty sure that's what it does. If there's some
other hidden feature to it......
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[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message
news:Xns92428A3D1B268kahatkahnewsdotcjbdo at 64.94.241.201...
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in
> news:3d251af0$1 at server1.Activeworlds.com:
>
>
> On Win32 you can use that strange "My Briefcase" stuff, but it wouldn't be
> as effective as a linked folder.
>
> KAH
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Jul 5, 2002, 5:58pm
Thanks for all the suggestions. If I really could use them they would be a
big help. Most of the people who have this problem wouldn't even know what
your talking about so either way the feature is still a good idea.
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[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D25DB30.3468F798 at oct31.de...
> On NT you can make hardlinks too. FAR can do that for example
> http://www.rarlab.com/, not sure if it works for other windows
> versions too.
>
> On a FAT file system it can be done with a disk editor, but I
> cannot really recommend it, if you are not exactly aware of
> what you're doing, because each chkdsk will report a lot of
> problems, and if you allow chkdsk to fix it, it will destroy
> stuff.
>
>
> bowen wrote:
world
no
If
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Jul 9, 2002, 10:49pm
Yeah...maybe you should stick to Linux Bowen >;)
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[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message
news:Xns9247125187D1kahatkahnewsdotcjbdo at 64.94.241.201...
> "zeo toxion" <zeo at my.activeworlds.com> wrote in
> news:3d25f89d at server1.Activeworlds.com:
>
>
> I actually checked it out once (I was very bored heh), and it just
> synchronises folders, can be any folders, not necesarily on two different
> machines :-))
>
> KAH
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Jul 6, 2002, 5:00pm
I think a lot of things should be options. Like your defualt terrain
texture.... >:\
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[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D271FF4.EC524538 at tnlc.com...
> It should still be an option to make the terrain cell 2-sided...
>
> agent1 wrote:
>
bottom isn't rendered to improve performance.
objects for the under-terrain portion.
news:3d26ca8a at server1.Activeworlds.com...
can create undergroudn caves etc
>
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Jul 7, 2002, 3:36pm
It's not random, it goes to where the umm....well when your typing theres a
blinking |.... thats where it goes to. Its REALLLLLLYYYYYYY anoying becuase
i have to click at the end to set my blinking | to be at the end so i can
copy without it scrolling up.
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[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D27D85B.7BD5C406 at oct31.de...
> everytime I click into the chat window to
> hilite text for copy, the chat window scrolls
> to a random position.
>
> This feature is 100% crap.
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Jul 10, 2002, 12:22am
Why would you want to build an upside down house? Its not our fault if you
can't rotate object properly >:P Try turning your monitor upside down and
switching your arrow keys around.
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[View Quote]"fg" <citfg at hotmail.com> wrote in message
news:3d2b9125 at server1.Activeworlds.com...
> Built the foundation and some inside objects right side up, tried to
select
> all that I could, but I couldn't get the entire house highlighted, even
> using Ctrl + Right click of the mouse. The majority of the house was
> rotated in place perfectly; however, the pieces that didn't get picked up
in
> the selection the first time did not do the same kind of rotation/end up
in
> the exact same spot. It wouldn't be a big deal to fix if I could have
> upside down view, but as it is right now, I have a few hours of work on my
> hands to get it completed. : )
>
> The upside down house can be seen at 85.08S 89.39E 0.21a 271 in A!!CT
> World - under construction.
>
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
> news:3d2b1cee at server1.Activeworlds.com...
>
>
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Jul 9, 2002, 10:57pm
Well I know the reason for it. When you normally walk up a hill, you slow
down, its a little thing called Gravity that does this and having it in the
browser adds realism. I don't mind this though. It could be slightly faster
but you shoudl slow down somewhat when goign up hills. I also think aws
gravity needs a little fixing. You fall 1,000 mph and straight down instead
of sloped.
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[View Quote]"lord fett" <lordfett at hotmail.com> wrote in message
news:3d2b5ac8$1 at server1.Activeworlds.com...
> I don't know if this has been asked for already, but walking up terrain is
> soooooooo slow. Is there anyway to speed this up? I have a mountainy
terrain
> in my world with lots of hills and such and everyone seems to be
complaining
> about it, since it takes forever to walk up and over :( I had to lower
> it to small hills which seems to please people now, but still, even the
> small hills take forever to walk over.
>
> -Lord Fett
>
>
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Jul 10, 2002, 12:58am
keep this in related ngs.....*sick of reading and downloading the same
messages 5 times*
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[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message
news:3d2b9cf4 at server1.Activeworlds.com...
> I'm sorry for hurting your feelings CarLBanks.All the bad stuff I said
about
> you...they were VERY UNtrue! So I am saying this to you now. I Slim
Smokey,
> am Sorry. :'(
>
>
>
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Jul 10, 2002, 12:59am
In fact...email personal messages no one needs to know this except
carlbanks.
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[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message
news:3d2b9cf4 at server1.Activeworlds.com...
> I'm sorry for hurting your feelings CarLBanks.All the bad stuff I said
about
> you...they were VERY UNtrue! So I am saying this to you now. I Slim
Smokey,
> am Sorry. :'(
>
>
>
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Jul 19, 2002, 3:12am
Does anyone else think the welcome message character limit is too short? I
find myself having to make signs at gz because the wm cant hold more then 3
or 4 average sentences. Maybe it's just me but I think it does...
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Jul 19, 2002, 4:56pm
Yeah I could do that but i'm not running a whole bot just to send a message
to everyone. Here's an idea that would fix both.
-Increase the welcome message length
-Ability to set the welcome message color from the world options (and the
ability to subsitute "Immigration Officer:" for another name would also be
nice)
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[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d37cff3 at server1.Activeworlds.com...
> a solution to both problems. Put a bot in there and make a bold red
message
> from the Immigration Officer via console message. Then you can make it as
> long as you like and it will stick out more so people are more likely to
> read it.
>
> "the derek" <imthederek at yahoo.com> wrote in message
> news:3d37a4bd at server1.Activeworlds.com...
have
short?
> I
> then
>
>
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Jul 19, 2002, 4:58pm
So lets say I get a new cit. I say "I used to own the citizen called 'pc
hampster' before'. So then all your telegrams will be forwarded to me :)
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[View Quote]"pc hamster" <pchamster at email.msn.com> wrote in message
news:3d37cd75 at server1.Activeworlds.com...
> Hi everyone:
>
> As I mentioned earlier, another BRILLIANT idea just hit me.
>
> Now, we all know there a few of us who've had, over the course of time,
more
> than one cit, which in turn means more than one cit. ID #, right???
>
> What IF AWI (AWI is the new ActiveWorlds, Inc. for those not in the know
BTW
> :-)) were to somehow ask if a person, when they apply for citizenship, if
> they've EVER had a cit before and, if so, to please list either the screen
> name used or the cit no.
>
> This info. could be stored in a telegram redirection server in case
someone
> (like me) sends a telegram to someone who now goes by a different screen
> name and now has a different cit. no.
>
> Here's an example of how this would work....
>
> Let's say I'm sending a telegram to someone named MrOwl about a possible
> intrusion of his land by some sign-posting troll who has just *possibly*
> taken a small chunk of land away from MrOwl on AlphaWorld at 4968N 131E in
> the process.
>
> Now, let's assume that MrOwl is NOW known as mrbruce (the owner of the
A!!CT
> world). The redirecter can then look up MrOwl and realizes he's now known
> as mrbruce. The redirecter will then tell the Operator to notify mrbruce
> that he has a telegram just as though I had sent it directly to mrbruce.
He
> then reads the telegram and responds to it.
>
> Cool idea or not???
>
> Patrick
>
> [NOTE: There *is* a sign posting troll at the aforementioned
coordinates.,
> but I do *not* know just who to contact and the GET have better thin gs to
> do than go around deleting signs posted by such trolls if there is a
> question as to why the land was never covered. So I just ignore the sign
> and move on].
>
>
>
>
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Jul 20, 2002, 11:47pm
it's a bad idea. it incourages spamming without any real benifit, except
maybe to the sender who is trying to advertise.
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[View Quote]"maki" <maki at awmaki.com> wrote in message
news:3d3a0b64$1 at server1.Activeworlds.com...
> heheh, I'm kind of sick of listening to you people complain about spam
with
> every suggestion, I mean, it's aw, a small community of people, you're so
> worried about spam that you dont want any features added, these things are
> all features of email already, and you get spam in your email, what do you
> do? stop it by blocking it, cancelling it, or telling the sender to quit
;)
> if such a thing were implemented another thing such as "mass-gram filter"
> would also be, or something that stops it in another way, geez, we already
> have tgram blocking...
>
> --
> maki www.awmaki.com
>
> "tony m" <fldmshl7061 at hotmail.com> wrote in message
> news:3d39cd7e.45993721 at news.activeworlds.com...
peoples
> when Microsoft makes a vacuum cleaner."
>
>
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Jul 29, 2002, 6:07pm
It's already one... >:P
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[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D459194.D9F66389 at tnlc.com...
> WM? Let's not create any more non-standard AW acronyms (OP, etc) than is
necessary, please...
>
> dion wrote:
>
the
useful
>
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Jul 29, 2002, 11:36pm
It doesn't matter. Other people will see you warping to the location if its
close even if the command is teleport or warp....if you've been paying
attention.
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[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3d45e0f7$1 at server1.Activeworlds.com...
> If you're talking about object commands, use 'teleport' instead of 'warp'
and you'll get what you want.
>
> Any other use of a "teleport" works properly, so I don't know what you're
talking about.
>
> -Agent1
>
> "chiram seawing" <seawing at planet-safira.com> wrote in message
news:3d45d667 at server1.Activeworlds.com...
you, despite the distance...
news:3d45cf12$1 at server1.Activeworlds.com...
automatically if far enough away, should make them teleport
> like they
>
>
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Jul 30, 2002, 9:21pm
It also does this with "create teleport". The whole point was TELEPORT *was*
used and not warp (to agent1).
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[View Quote]"anduin" <anduin at NOSPAM.anduin-lothario.com> wrote in message
news:m44ckuskepkn360jjshs922smo8tua0dmd at 4ax.com...
> In a galaxy far far away, known as wishlist, an identity claiming to
> be known as "agent1" <Agent1 at my.activeworlds.com> scribed the
> following:
and you'll get what you want.
talking about.
>
> No, they're talking about teleporting in general using the Teleport
> Menu. When teleporting within the same world but still in the same
> range as another user, they will see you WARP across but really fast.
> I think that no matter the range, a teleport should "dematerialize and
> re materialize" to the destination; would look much better :o)
>
> ,,,,,
> (o o)
> /--------------ooO--(_)--Ooo--------------\
> | Anduin (317281) |
> | o The Gorean Scribe |
> | o http://www.anduin-lothario.com |
> | o World: GorSJ (18+ Only) |
> \--------------ooO-------Ooo--------------/
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Jul 31, 2002, 10:14pm
I don't think it lets you see everyone in the world. It only does that for
people within range, its just they dont have to talk for you to be able to
see them.
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[View Quote]"lord fett" <lordfett at hotmail.com> wrote in message
news:3d48790b$1 at server1.Activeworlds.com...
> The option to see everyone in the world has been added in AW 3.4. For the
> hearing everyone, not sure when that will be added.
>
> "the derek" <imthederek at yahoo.com> wrote in message
> news:3d486ecd at server1.Activeworlds.com...
people
> to
> to
> talking
>
>
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Aug 4, 2002, 7:30pm
What if you don't own the world? Not everyone can go into, say AWTeen, and
change speak rights.
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[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d4d87ec at server1.Activeworlds.com...
> why not just put the PS list into the Speak box?
> "dion" <Dion at digevo.net> wrote in message
> news:3d4d73b9$1 at server1.Activeworlds.com...
>
>
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Aug 5, 2002, 2:10pm
This is becuase people use them as general lights... They are meant for
things like realistic lighting from a sun originally and the sun doesn't
shrink when you move backward. I don't think its likely that they will scan
every object between you and the corona and check its opacity, that's a bit
too much work to do.
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A message from Zeo Toxion
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[View Quote]"ncc 72897" <NCC-71854 at USS-Venture.Starfleet.UFP> wrote in message
news:3d4e1e6c$1 at server1.Activeworlds.com...
> coronas should become smaller when moving further away from them, and
should
> be visible through transparent objects like pp16s or objects with
mask=awd5m
> applied
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