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Public release of Demeter terrain editor (Bots)
Public release of Demeter terrain editor // Bots
Dec 5, 2002, 12:10pm
I'm pleased to announce the public release of the Demeter terrain editor.
Demeter is an improved version of the terrain bot that has been running in
AWTeen since June 29, and allows world owners to provide safe and
encroachment-checking terrain editing capabilities to all visitors, even if
they don't have Caretaker rights. Everyone is welcome to download the
application and use it in their worlds.
Demeter was designed with three main goals:
-Ease of use: Enter your privilege password and get started right away
-Stability: Beta testing has been ongoing for some time, and seven beta
builds were released before this release
(http://www.shoemakervillage.org/beta.html)
-Universiality: Demeter works similarly anywhere it's placed, so someone who
has used Demeter in the past can easily visit a new world and continue
building with terrain without having to relearn.
The program is available for download at
http://www.shoemakervillage.org/programs.html. Everyone is free to use it
in any world they choose, whether it be public building worlds or private
RPG-type worlds (Demeter is invisible to non-build users). I would suggest,
however, that those who would like to put help on their world's websites
link directly to http://www.shoemakervillage.org/help - if you copy the
documentation to your site, then it would be imposible to notify everyone
when it's updated. A features list is at the site - go check it out
yourself :)
Feel free to post comments if you decide to enable Demeter in your world so
I can go check it out :)
-Brant
Dec 8, 2002, 3:18am
Oh please, please, make this part of AW world! Enzo!? Your largest and
post popular building world needs an upgrade. I don't care what any history
preservationists say. It won't make old builds look bad! :)
Chris
[View Quote]"brant" <awteen at shoemakervillage.org> wrote in message
news:3def5e6d$1 at server1.Activeworlds.com...
> I'm pleased to announce the public release of the Demeter terrain editor.
> Demeter is an improved version of the terrain bot that has been running in
> AWTeen since June 29, and allows world owners to provide safe and
> encroachment-checking terrain editing capabilities to all visitors, even
if
> they don't have Caretaker rights. Everyone is welcome to download the
> application and use it in their worlds.
>
> Demeter was designed with three main goals:
>
> -Ease of use: Enter your privilege password and get started right away
> -Stability: Beta testing has been ongoing for some time, and seven beta
> builds were released before this release
> (http://www.shoemakervillage.org/beta.html)
> -Universiality: Demeter works similarly anywhere it's placed, so someone
who
> has used Demeter in the past can easily visit a new world and continue
> building with terrain without having to relearn.
>
> The program is available for download at
> http://www.shoemakervillage.org/programs.html. Everyone is free to use it
> in any world they choose, whether it be public building worlds or private
> RPG-type worlds (Demeter is invisible to non-build users). I would
suggest,
> however, that those who would like to put help on their world's websites
> link directly to http://www.shoemakervillage.org/help - if you copy the
> documentation to your site, then it would be imposible to notify everyone
> when it's updated. A features list is at the site - go check it out
> yourself :)
>
> Feel free to post comments if you decide to enable Demeter in your world
so
> I can go check it out :)
>
> -Brant
>
>
|
Dec 8, 2002, 4:05am
Yes I agree. Throw in some 3.4 clouds while your at it.
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3df2d61b$1 at server1.Activeworlds.com...
> Oh please, please, make this part of AW world! Enzo!? Your largest and
> post popular building world needs an upgrade. I don't care what any
history
> preservationists say. It won't make old builds look bad! :)
>
> Chris
>
> "brant" <awteen at shoemakervillage.org> wrote in message
> news:3def5e6d$1 at server1.Activeworlds.com...
editor.
in
> if
> who
it
private
> suggest,
everyone
> so
>
>
|
Dec 9, 2002, 3:39pm
Yes and make 3d object rotation avalible... We are pleading with you Enzo!
[View Quote]"carlbanks" <CarLBanks at insight.rr.com> wrote in message
news:3df2e133$1 at server1.Activeworlds.com...
> Yes I agree. Throw in some 3.4 clouds while your at it.
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
> news:3df2d61b$1 at server1.Activeworlds.com...
> history
> editor.
running
> in
even
beta
someone
use
> it
> private
websites
the
> everyone
world
>
>
|
Dec 9, 2002, 6:30pm
Allowing 3-axis rotation in Alpha World would require a major overhaul of the encroachment detection. On the other hand, to add a vertical move syntax that could be used without being considered a special command would not. For example...
activate move 1
....to move up 10 meters when clicked.
TechnoZeus
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message news:3df4d54b at server1.Activeworlds.com...
> Yes and make 3d object rotation avalible... We are pleading with you Enzo!
>
>
> "carlbanks" <CarLBanks at insight.rr.com> wrote in message
> news:3df2e133$1 at server1.Activeworlds.com...
> running
> even
> beta
> someone
> use
> websites
> the
> world
>
>
|
Dec 9, 2002, 6:38pm
AS long as people cover their land around the builds then 3d object rotation
wouldnt make much of a difference. The Move command would be worse, but 200
meters of land cover also counteracts that.
Thast how people deal with it in worlds were special commands are availible
anyway.
Dec 9, 2002, 6:46pm
Add to that neither GET nor the Peacekeepers have reported any vandalism
using the move and rotate bugs in alphaworld. And I don't think AWTeen has
had any cases with it either.
[View Quote]"stecloud" <stecloud at fsmail.net> wrote in message
news:3df4ff44 at server1.Activeworlds.com...
> AS long as people cover their land around the builds then 3d object
rotation
> wouldnt make much of a difference. The Move command would be worse, but
200
> meters of land cover also counteracts that.
>
> Thast how people deal with it in worlds were special commands are
availible
> anyway.
>
>
|
Dec 9, 2002, 9:35pm
ENZO flew the coop already. :-P
--
- Syntax -
http://www.swcity.net
http://forum.swcity.net
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message
news:3df4d54b at server1.Activeworlds.com...
> Yes and make 3d object rotation avalible... We are pleading with you Enzo!
|
Dec 10, 2002, 3:09am
I don't know about AWTeen, but Alpha World doesn't currently allow use of either the rotate or the move command, except by a few people who have specifically been given the privilege to do so. Therefore it is extremely unlikely that any vandalism involving either of those commands would happen.
As for the idea that the move command would allow "worse" vandalism to be possible than the rotate command, although that would depend on the types of objects available for the most part I would say that is correct at this time, however once the encroachment checking has been reworked that will no longer be the case and in fact this fix would probably be slightly easier to do for the move command than the rotate command. However, what I was talking about is adding support for an alternate move command syntax that would not require any changes in the encroachment checking to be safe for use as an ordinary command since it would "only" support vertical movement. Of course, the existing syntax would still exist and would still be a "special command" until the encroachment checking is fixed, but this alternate syntax would at least allow vertical object movement without it having to be considered a "special" command.
The Rotate command currenly supports both a syntax that expects one value for each axis, and a syntax that expects only a value for the "y" axis. The Move command also supports a syntax that expects one value for each axis. What I am suggesting is to add a syntax for the Move command that, like the alternate syntax for the Rotate command, expects only a value for the "y" axis. This alternate syntax would be incapable of moving objects onto other people's property "at all" so it wouldn't have to be considered a "special" command.
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3df50143 at server1.Activeworlds.com...
> Add to that neither GET nor the Peacekeepers have reported any vandalism
> using the move and rotate bugs in alphaworld. And I don't think AWTeen has
> had any cases with it either.
>
>
> "stecloud" <stecloud at fsmail.net> wrote in message
> news:3df4ff44 at server1.Activeworlds.com...
> rotation
> 200
> availible
>
>
|
Dec 10, 2002, 4:18am
In Alphaworld, there were several loopholes in the restrictive code against
move and rotate than enabled regular users to take advantage of these
commands. But an update to the browser a couple months ago stopped that.
But during that time that the loophole existed, no cases of move or rotate
vandalism were ever reported, and a lot of people who built there on a
regular basis knew about them. :)
Chris
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df5771d at server1.Activeworlds.com...
> I don't know about AWTeen, but Alpha World doesn't currently allow use of
either the rotate or the move command, except by a few people who have
specifically been given the privilege to do so. Therefore it is extremely
unlikely that any vandalism involving either of those commands would happen.
>
> As for the idea that the move command would allow "worse" vandalism to be
possible than the rotate command, although that would depend on the types of
objects available for the most part I would say that is correct at this
time, however once the encroachment checking has been reworked that will no
longer be the case and in fact this fix would probably be slightly easier to
do for the move command than the rotate command. However, what I was
talking about is adding support for an alternate move command syntax that
would not require any changes in the encroachment checking to be safe for
use as an ordinary command since it would "only" support vertical movement.
Of course, the existing syntax would still exist and would still be a
"special command" until the encroachment checking is fixed, but this
alternate syntax would at least allow vertical object movement without it
having to be considered a "special" command.
>
> The Rotate command currenly supports both a syntax that expects one value
for each axis, and a syntax that expects only a value for the "y" axis. The
Move command also supports a syntax that expects one value for each axis.
What I am suggesting is to add a syntax for the Move command that, like the
alternate syntax for the Rotate command, expects only a value for the "y"
axis. This alternate syntax would be incapable of moving objects onto other
people's property "at all" so it wouldn't have to be considered a "special"
command.
>
> TechnoZeus
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3df50143 at server1.Activeworlds.com...
has
but
>
>
|
Dec 10, 2002, 5:15am
I know. I was asked by people that I trusted not to do any vandalism to find a way that the commands could be used, so I gave them a way. When that way was removed I was asked again, so I found another way. I knew from the start where the loop-hole was and what it would take to block it completely, and I knew it would happen eventually, but I see Alpha World as representative of Active Worlds in many ways, and in my opinion it has always been in the best interest of the community to have more than just static looking builds in Alpha World, so I continued to give out new ways to circumvent the restriction until the point at which I figured the loop-hole would finally be removed completely. At that point, I used it myself to make my Index of Alpha Worlds Building Supplies more intuituve and more interactive so that it would better serve it's intended purpose, and when that workaround was disabled I didn't bother to look for another workaround because the possibility of it's existance is too slim in my opini
By the way, you may be interested to know why I chose to allow people to take advantage of that particular loop-hole rather than reporting it so that it could be sealed up. Well, I wasn't on the beta team at the time and I learned from a similar situation that sometimes it's better to leave something alone than to get it fixed. Back in 1998, I found a way to use textures from different object paths that were on the same server, using the animate command. (The texture command didn't exist yet.) It was neat to be able to add textures from other worlds, and since the command format wasn't simple I was sure it wouldn't be used by many people, however there was a minor glitch in the way it worked. I knew where the glitch was comming from and what needed to be done to fix it, so I mentioned it to Roland, the lead programmer at that time. Since I'm rather well known for being able to do things previously thought to be impossible he only told me once that there was no way to do what I told him could be done... t
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3df58732$1 at server1.Activeworlds.com...
> In Alphaworld, there were several loopholes in the restrictive code against
> move and rotate than enabled regular users to take advantage of these
> commands. But an update to the browser a couple months ago stopped that.
> But during that time that the loophole existed, no cases of move or rotate
> vandalism were ever reported, and a lot of people who built there on a
> regular basis knew about them. :)
>
> Chris
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3df5771d at server1.Activeworlds.com...
> either the rotate or the move command, except by a few people who have
> specifically been given the privilege to do so. Therefore it is extremely
> unlikely that any vandalism involving either of those commands would happen.
> possible than the rotate command, although that would depend on the types of
> objects available for the most part I would say that is correct at this
> time, however once the encroachment checking has been reworked that will no
> longer be the case and in fact this fix would probably be slightly easier to
> do for the move command than the rotate command. However, what I was
> talking about is adding support for an alternate move command syntax that
> would not require any changes in the encroachment checking to be safe for
> use as an ordinary command since it would "only" support vertical movement.
> Of course, the existing syntax would still exist and would still be a
> "special command" until the encroachment checking is fixed, but this
> alternate syntax would at least allow vertical object movement without it
> having to be considered a "special" command.
> for each axis, and a syntax that expects only a value for the "y" axis. The
> Move command also supports a syntax that expects one value for each axis.
> What I am suggesting is to add a syntax for the Move command that, like the
> alternate syntax for the Rotate command, expects only a value for the "y"
> axis. This alternate syntax would be incapable of moving objects onto other
> people's property "at all" so it wouldn't have to be considered a "special"
> command.
> news:3df50143 at server1.Activeworlds.com...
> has
> but
>
>
|
Dec 10, 2002, 7:45pm
Your name may be literal after all, TechnoZeus. ;)
SW Chris
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df59477$1 at server1.Activeworlds.com...
> I know. I was asked by people that I trusted not to do any vandalism to
find a way that the commands could be used, so I gave them a way. When that
way was removed I was asked again, so I found another way. I knew from the
start where the loop-hole was and what it would take to block it completely,
and I knew it would happen eventually, but I see Alpha World as
representative of Active Worlds in many ways, and in my opinion it has
always been in the best interest of the community to have more than just
static looking builds in Alpha World, so I continued to give out new ways to
circumvent the restriction until the point at which I figured the loop-hole
would finally be removed completely. At that point, I used it myself to
make my Index of Alpha Worlds Building Supplies more intuituve and more
interactive so that it would better serve it's intended purpose, and when
that workaround was disabled I didn't bother to look for another workaround
because the possibility of it's existance is too slim in my opinion to be
worth the time to look for, and also such workarounds were getting more and
more well known. Keep in mind that "most" citizens would never vandalize
anyone's work. I intentionally designed the workarounds to be harder to
copy than most commands. I set the originals up so that they would require
a little extra thinking, and that is the way I taught them to people. This
was to reduce the chances of them being used too spontaneously since most
vandalism seems to happen when people act in an immature manor rather than
taking the time to think about what they're doing. I hope the little bit of
extra movement that they added to Alpha World will inspire a few people in
some way, and make the world a little better place for us all... and anyway,
I considered it a "feature" not a bug. :)
>
> By the way, you may be interested to know why I chose to allow people to
take advantage of that particular loop-hole rather than reporting it so that
it could be sealed up. Well, I wasn't on the beta team at the time and I
learned from a similar situation that sometimes it's better to leave
something alone than to get it fixed. Back in 1998, I found a way to use
textures from different object paths that were on the same server, using the
animate command. (The texture command didn't exist yet.) It was neat to be
able to add textures from other worlds, and since the command format wasn't
simple I was sure it wouldn't be used by many people, however there was a
minor glitch in the way it worked. I knew where the glitch was comming from
and what needed to be done to fix it, so I mentioned it to Roland, the lead
programmer at that time. Since I'm rather well known for being able to do
things previously thought to be impossible he only told me once that there
was no way to do what I told him could be done... then when I told him I
alrady had made a list of Metatropolis textures in Alpha World he asked me
to show him. I told him that I would rather have it left as is than taken
away, so he assured me that if I showed it to him he would not disable it,
so I brought him to the list and he looked it over. He told me that he was
worried about people using such a long and complex command all over the
place, so I told him how he could make it possible to do in a much shorter
command and suggested that he make a world option to turn the ability on or
off in each world. He agreed that it could be done easily, then went ahead
and blocked it from working at all. Roland and I had our share of
disagreements, and I never held any of them against him. It was his way of
feeling out an idea and learning more about how something could be done,
which was okay with me. Besides, he was the lead programmer, and could make
such choices if he wanted... I never expected him to do as "I" wished.
However, I did learn a few things that day... as a matter of fact, I know of
a similar workaround that allows the texture command to display certain
textures from certain "alternative" object paths, and I have "never"
mentioned it until now.
>
> TechnoZeus
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3df58732$1 at server1.Activeworlds.com...
against
that.
rotate
of
extremely
happen.
be
types of
no
easier to
that
for
movement.
it
value
The
axis.
the
"y"
other
"special"
vandalism
AWTeen
object
worse,
>
>
|
Dec 10, 2002, 8:16pm
Actually, it was on old off-line nickname. I didn't pick it, but I liked it. Well... there were a few minor variations, so I picked the one I liked the most. :)
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3df6607b at server1.Activeworlds.com...
> Your name may be literal after all, TechnoZeus. ;)
>
> SW Chris
>
|
Dec 10, 2002, 8:58pm
I think the bottom line is, AW needs to consider whats more improtant - the
possibility of some slightly worse vandalism, which can be dealt with. Or
the chance of all builders to use every command and build to their full
potential.
- Ste
Dec 10, 2002, 9:24pm
They did consider that. Their decision, obviously, was that they could allow world caretakers to make that choice on a per-world basis.
Meanwhile, it is very likely that the move and rotate commands "in their present form" will eventually be taken off the "special commands" list, but I'm guessing that when more sophisticated movement commands such as orbit and moveto are added, they will start out as "special commands" also.
In order to make the present forms of the move and rotate commands no longer capable of causing encroachment in worlds with a registry in place, the encroachment checks will have to be fixed and extended. In the mean time, I still think it would be nice if a simpler move syntax was added to allow vertical movement only, since that could be made available to everyone without having to re-work the encroachment checks first, and besides... it makes sense that such a syntax should be supported because it would be consistent with the alternate y-axis only syntax of the rotate command.
TechnoZeus
[View Quote]"stecloud" <stecloud at fsmail.net> wrote in message news:3df67191 at server1.Activeworlds.com...
> I think the bottom line is, AW needs to consider whats more improtant - the
> possibility of some slightly worse vandalism, which can be dealt with. Or
> the chance of all builders to use every command and build to their full
> potential.
>
> - Ste
>
>
|
Dec 10, 2002, 9:34pm
"I think the bottom line is, AW needs to consider whats more improtant..."
When I said AW i meant AlphaWorld, i know Activeworlds standings on the
issue but they need to decide what they think is best for their main world
(i despise saying that so much). They opted not to enable special commands
maybe they need to re-evalutate on this.
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df67795$1 at server1.Activeworlds.com...
> They did consider that. Their decision, obviously, was that they could
allow world caretakers to make that choice on a per-world basis.
>
> Meanwhile, it is very likely that the move and rotate commands "in their
present form" will eventually be taken off the "special commands" list, but
I'm guessing that when more sophisticated movement commands such as orbit
and moveto are added, they will start out as "special commands" also.
>
> In order to make the present forms of the move and rotate commands no
longer capable of causing encroachment in worlds with a registry in place,
the encroachment checks will have to be fixed and extended. In the mean
time, I still think it would be nice if a simpler move syntax was added to
allow vertical movement only, since that could be made available to everyone
without having to re-work the encroachment checks first, and besides... it
makes sense that such a syntax should be supported because it would be
consistent with the alternate y-axis only syntax of the rotate command.
>
> TechnoZeus
>
>
> "stecloud" <stecloud at fsmail.net> wrote in message
news:3df67191 at server1.Activeworlds.com...
the
Or
>
>
|
Dec 11, 2002, 1:44am
Well, as I said... to my understanding it's a temporary situation. I could be mistaken, but I think technically the decision has already been made to allow the Move and Rotate command in Alpha World, but only after they can do so without running the risk of encouraging the few people who might vandalize other people's property to take advantage of another easy way to do more dammage... not to mention those people who simply don't give other people's work enough consideration to think about what dammage they may cause inadvertantly to another person's build. Again, this is just "my" understanding of the situation, and if I am wrong about it then I would have to agree that more thought on the issue is probably in order. If I'm right, then it's just a matter of time. Keep in mind also that there are legitimate reasons to keep certain restrictions on Alpha World. I'm with you on the idea that it's the flagship world and should show off Active Worlds in the best light possible to attract more people. I also t
TechnoZeus
[View Quote]"stecloud" <stecloud at fsmail.net> wrote in message news:3df67a19 at server1.Activeworlds.com...
> "I think the bottom line is, AW needs to consider whats more improtant..."
>
> When I said AW i meant AlphaWorld, i know Activeworlds standings on the
> issue but they need to decide what they think is best for their main world
> (i despise saying that so much). They opted not to enable special commands
> maybe they need to re-evalutate on this.
>
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3df67795$1 at server1.Activeworlds.com...
> allow world caretakers to make that choice on a per-world basis.
> present form" will eventually be taken off the "special commands" list, but
> I'm guessing that when more sophisticated movement commands such as orbit
> and moveto are added, they will start out as "special commands" also.
> longer capable of causing encroachment in worlds with a registry in place,
> the encroachment checks will have to be fixed and extended. In the mean
> time, I still think it would be nice if a simpler move syntax was added to
> allow vertical movement only, since that could be made available to everyone
> without having to re-work the encroachment checks first, and besides... it
> makes sense that such a syntax should be supported because it would be
> consistent with the alternate y-axis only syntax of the rotate command.
> news:3df67191 at server1.Activeworlds.com...
> the
> Or
>
>
|
Dec 11, 2002, 2:21am
I hope so. :) But let's get back on topic. Demeter in aw. Please.
Chris
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df6b480 at server1.Activeworlds.com...
> Well, as I said... to my understanding it's a temporary situation. I
could be mistaken, but I think technically the decision has already been
made to allow the Move and Rotate command in Alpha World, but only after
they can do so without running the risk of encouraging the few people who
might vandalize other people's property to take advantage of another easy
way to do more dammage... not to mention those people who simply don't give
other people's work enough consideration to think about what dammage they
may cause inadvertantly to another person's build. Again, this is just "my"
understanding of the situation, and if I am wrong about it then I would have
to agree that more thought on the issue is probably in order. If I'm right,
then it's just a matter of time. Keep in mind also that there are
legitimate reasons to keep certain restrictions on Alpha World. I'm with you
on the idea that it's the flagship world and should show off Active Worlds
in the best light possible to attract more people. I also think it should
be tourist enabled. Of course, not everything that you or I think is good
will also look good to the people who make the decisions as Active Worlds
about what will keep the company viable or what will bring in the most
profit. That's why I try to make suggestions that I think will be easy for
people in those positions to see as viable, valuable, and easily
implementable. In the long run, I think someone will come along and make a
product that can compete with Active Worlds on a level that will cause the
level of customer satisfaction up to that point to make a huge difference...
but right now all we can do is state our opinions and hope someone who can
make a difference will care enough to give those opinions fair
consideration. You think Alpha World should allow all citizens to use
commands that are currently restricted, as I undertand what you said. So do
I, but I also understand why they have not done so "yet" and I agree with
what I see as their reasons. I don't agree enthusiastically with them, but
enough to say that I think it was the right decision at the time. There's a
delicate balance being maintained in Alpha World, and as more and more
powerful capabilities are added, more such decisions are going to be needed.
We've got quite a future ahead of us. Personally, I'm really looking
forward to it. :)
>
> TechnoZeus
>
> "stecloud" <stecloud at fsmail.net> wrote in message
news:3df67a19 at server1.Activeworlds.com...
improtant..."
world
commands
could
their
but
orbit
place,
to
everyone
it
improtant -
with.
full
>
>
|
Dec 11, 2002, 7:51am
Okay. Sounds good. Anybody know if the terrain data is stored in an efficient format? I haven't looked at it, but I'm just thinking about how quickly it could get out of hand in Alpha World if it's not. For example, if someone changes the terrain height or a single cell location at or near each of the far corners of Alpha World, would there suddenly be a huge file containing a bunch of level terrain?
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3df6bd5f$1 at server1.Activeworlds.com...
> I hope so. :) But let's get back on topic. Demeter in aw. Please.
>
> Chris
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3df6b480 at server1.Activeworlds.com...
> could be mistaken, but I think technically the decision has already been
> made to allow the Move and Rotate command in Alpha World, but only after
> they can do so without running the risk of encouraging the few people who
> might vandalize other people's property to take advantage of another easy
> way to do more dammage... not to mention those people who simply don't give
> other people's work enough consideration to think about what dammage they
> may cause inadvertantly to another person's build. Again, this is just "my"
> understanding of the situation, and if I am wrong about it then I would have
> to agree that more thought on the issue is probably in order. If I'm right,
> then it's just a matter of time. Keep in mind also that there are
> legitimate reasons to keep certain restrictions on Alpha World. I'm with you
> on the idea that it's the flagship world and should show off Active Worlds
> in the best light possible to attract more people. I also think it should
> be tourist enabled. Of course, not everything that you or I think is good
> will also look good to the people who make the decisions as Active Worlds
> about what will keep the company viable or what will bring in the most
> profit. That's why I try to make suggestions that I think will be easy for
> people in those positions to see as viable, valuable, and easily
> implementable. In the long run, I think someone will come along and make a
> product that can compete with Active Worlds on a level that will cause the
> level of customer satisfaction up to that point to make a huge difference...
> but right now all we can do is state our opinions and hope someone who can
> make a difference will care enough to give those opinions fair
> consideration. You think Alpha World should allow all citizens to use
> commands that are currently restricted, as I undertand what you said. So do
> I, but I also understand why they have not done so "yet" and I agree with
> what I see as their reasons. I don't agree enthusiastically with them, but
> enough to say that I think it was the right decision at the time. There's a
> delicate balance being maintained in Alpha World, and as more and more
> powerful capabilities are added, more such decisions are going to be needed.
> We've got quite a future ahead of us. Personally, I'm really looking
> forward to it. :)
> news:3df67a19 at server1.Activeworlds.com...
> improtant..."
> world
> commands
> could
> their
> but
> orbit
> place,
> to
> everyone
> it
> improtant -
> with.
> full
>
>
|
Dec 11, 2002, 8:06am
I don't think it would operate like that, as AWTeen itself is pretty
large... But let's go to the source. Brant?
Chris
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df70a8c$1 at server1.Activeworlds.com...
> Okay. Sounds good. Anybody know if the terrain data is stored in an
efficient format? I haven't looked at it, but I'm just thinking about how
quickly it could get out of hand in Alpha World if it's not. For example,
if someone changes the terrain height or a single cell location at or near
each of the far corners of Alpha World, would there suddenly be a huge file
containing a bunch of level terrain?
>
> TechnoZeus
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3df6bd5f$1 at server1.Activeworlds.com...
who
easy
give
they
"my"
have
right,
you
Worlds
should
good
Worlds
for
make a
the
difference...
can
So do
with
but
There's a
needed.
the
list,
also.
no
mean
added
besides...
be
command.
their
>
>
|
Dec 11, 2002, 8:36am
Yes, best to find out for sure if possible. There's a big difference between "pretty large" and the size of Alpha World. :)
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3df70e08$1 at server1.Activeworlds.com...
> I don't think it would operate like that, as AWTeen itself is pretty
> large... But let's go to the source. Brant?
>
> Chris
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3df70a8c$1 at server1.Activeworlds.com...
> efficient format? I haven't looked at it, but I'm just thinking about how
> quickly it could get out of hand in Alpha World if it's not. For example,
> if someone changes the terrain height or a single cell location at or near
> each of the far corners of Alpha World, would there suddenly be a huge file
> containing a bunch of level terrain?
> news:3df6bd5f$1 at server1.Activeworlds.com...
> who
> easy
> give
> they
> "my"
> have
> right,
> you
> Worlds
> should
> good
> Worlds
> for
> make a
> the
> difference...
> can
> So do
> with
> but
> There's a
> needed.
> the
> list,
> also.
> no
> mean
> added
> besides...
> be
> command.
> their
>
>
|
Dec 11, 2002, 10:57am
Don't look toward me - I didn't program the world server, lol. You'll have
to ask Calpentera about this one :)
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3df70e08$1 at server1.Activeworlds.com...
> I don't think it would operate like that, as AWTeen itself is pretty
> large... But let's go to the source. Brant?
>
> Chris
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3df70a8c$1 at server1.Activeworlds.com...
> efficient format? I haven't looked at it, but I'm just thinking about how
> quickly it could get out of hand in Alpha World if it's not. For example,
> if someone changes the terrain height or a single cell location at or near
> each of the far corners of Alpha World, would there suddenly be a huge
file
> containing a bunch of level terrain?
> news:3df6bd5f$1 at server1.Activeworlds.com...
I
been
after
> who
> easy
> give
> they
just
> "my"
would
> have
> right,
with
> you
> Worlds
> should
> good
> Worlds
easy
> for
> make a
> the
> difference...
> can
> So do
> with
them,
> but
> There's a
> needed.
on
> the
main
they
"in
> list,
as
> also.
commands
> no
in
the
> mean
> added
to
> besides...
would
> be
> command.
dealt
> their
>
>
|
Dec 12, 2002, 1:04am
Hey, TZ... You know how they say "Brevity is the key to wit?" I'd like
to amend that by saying "Brevity is the key to sanity." And also
paragraphs. Look into them. :P
As for having terrain in AW, it's definitely doable, especially with
Demeter. Brant's a virtual genius! :D
[View Quote]technozeus wrote:
> Well, as I said... to my understanding it's a temporary situation. I could be mistaken, but I think technically the decision has already been made to allow the Move and Rotate command in Alpha World, but only after they can do so without running the risk of encouraging the few people who might vandalize other people's property to take advantage of another easy way to do more dammage... not to mention those people who simply don't give other people's work enough consideration to think about what dammage they may cause inadvertantly to another person's build. Again, this is just "my" understanding of the situation, and if I am wrong about it then I would have to agree that more thought on the issue is probably in order. If I'm right, then it's just a matter of time. Keep in mind also that there are legitimate reasons to keep certain restrictions on Alpha World. I'm with you on the idea that it's the flagship world and should show off Active Worlds in the best light possi
ble to attract more people. I also think it should be tourist enabled. Of course, not everything that you or I think is good will also look good to the people who make the decisions as Active Worlds about what will keep the company viable or what will bring in the most profit. That's why I try to make suggestions that I think will be easy for people in those positions to see as viable, valuable, and easily implementable. In the long run, I think someone will come along and make a product that can compete with Active Worlds on a level that will cause the level of customer satisfaction up to that point to make a huge difference... but right now all we can do is state our opinions and hope someone who can make a difference will care enough to give those opinions fair consideration. You think Alpha World should allow all citizens to use commands that are currently restricted, as I undertand what you said. So do I, but I also understand why they have not done so "yet" and I
agree with what I see as their reasons. I don't agree enthusiastically with them, but enough to say that I think it was the right decision at the time. There's a delicate balance being maintained in Alpha World, and as more and more powerful capabilities are added, more such decisions are going to be needed. We've got quite a future ahead of us. Personally, I'm really looking forward to it. :)
>
> TechnoZeus
>
> "stecloud" <stecloud at fsmail.net> wrote in message news:3df67a19 at server1.Activeworlds.com...
>
|
--
Goober King
Now wonder he's PR... He talks the complainants to death. :P
gooberking at utn.cjb.net
Dec 12, 2002, 3:26am
:)
TZ
[View Quote]"goober king" <gooberking at utn.cjb.net> wrote in message news:3DF7F5FE.4090300 at utn.cjb.net...
> Hey, TZ... You know how they say "Brevity is the key to wit?" I'd like
> to amend that by saying "Brevity is the key to sanity." And also
> paragraphs. Look into them. :P
>
> As for having terrain in AW, it's definitely doable, especially with
> Demeter. Brant's a virtual genius! :D
>
|
|