I remember trying it waay back in the days of Dialup.
I didn't have that much free time.
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what does ActiveWorlds have that we don't? |
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-10-2006 14:14
I remember trying it waay back in the days of Dialup.
I didn't have that much free time. |
Yiffy Yaffle
Purple SpiritWolf Mystic
![]() Join date: 22 Oct 2004
Posts: 2,802
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07-10-2006 16:18
OMG make that perminent! I just tried it and WOW! XD _____________________
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Baba Yamamoto
baba@slinked.net
Join date: 26 May 2003
Posts: 1,024
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07-10-2006 16:35
From what I looked at when I looked over AW, a "bot" is basically a PC, except instead of being controlled by a person running the client, it's controlled by a program they wrote running on their computer. And this is the nearest AW has to scripting. In other words, if you want to make a vendor in AW, you'd have to make an alt, give them a "vendor box" avatar, walk them into your store, and then write a program that logs on as them, waits to get paid money and gives the item to the buyer, and then run that program on your computer 24/7. Eech. ![]() We can do this in SL too ;0 _____________________
Open Metaverse Foundation - http://www.openmetaverse.org
Meerkat viewer - http://meerkatviewer.org |
FlipperPA Peregrine
Magically Delicious!
![]() Join date: 14 Nov 2003
Posts: 3,703
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07-10-2006 16:39
OMG make that perminent! I just tried it and WOW! XD hehehehe, it is fun - I've had it up for about a year now. ![]() _____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company
Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars! |
Yiffy Yaffle
Purple SpiritWolf Mystic
![]() Join date: 22 Oct 2004
Posts: 2,802
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07-10-2006 18:04
dang i never knew about it XD
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cinda Hoodoo
my 2cents worth
Join date: 30 Dec 2004
Posts: 951
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There...
07-11-2006 01:54
Been THERE done that, its a really cute game, the avs are a bit cartoony, they do have an active economy for clothes, hair, vehicles etc. The main thing THERE has going for it is the wonderful way that vehicles work..dune buggies, motorcycles...is a huge business THERE. They have drag racing parks, hover board courses, motorcycle clubs etc. Is truely a shame that SL hasnt done more with vehicular scripting and enabling here. However no pose balls (omg) and or too much weapon usage in THERE (last i was THERE, has been awhile), but its not a bad little proggy in its own way. Its worth a look at for a lil vacation to another world..lol
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Selador Cellardoor
Registered User
![]() Join date: 16 Nov 2003
Posts: 3,082
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07-11-2006 03:00
If sl did have decent vehicles, you wouldn't be able to use them because of all the security scripts.
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Zi Ree
Mrrrew!
![]() Join date: 25 Feb 2006
Posts: 723
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07-11-2006 04:12
Neither ActiveWorlds nor There have a Linux Alpha Client to have fun with
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Zi!
(SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie) Blog: http://ziree.wordpress.com/ - QAvimator: http://qavimator.org Second Life Linux Users Group IRC Channel: irc.freenode.org #secondlifelug |
FlipperPA Peregrine
Magically Delicious!
![]() Join date: 14 Nov 2003
Posts: 3,703
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07-11-2006 04:56
A few things that There has over SL (I've been in There a total of twice, but here's what I remember):
- Extremely simple user interface (SL's is all over the place) - Almost no learning curve (SL's is fairly steep - I'm still learning new stuff!) - Will appeal to a more casual user (SL has a maniacal fan-base, but I can't imagine mom logging in any time soon) Regards, -Flip _____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company
Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars! |
Rusholme Malone
Banned
Join date: 30 Jun 2006
Posts: 196
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07-11-2006 05:34
One thing I've noticed about SL is how non-intuitive it is.
When I have, say, a simple attachment such as a cigarette in my inventory, I have to select to "wear" it to smoke it. But then if I want to put myself in my speedboat, I have to sit on it - wearing it makes it attach itself to my head. How will a new user work that out? |
Eggy Lippmann
Wiktator
![]() Join date: 1 May 2003
Posts: 7,939
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07-11-2006 05:49
Well, in real life, do people normally wear speedboats or do they sit in them?
Wear is for clothing. Fashion accessories, armor, things that normally go on your av. _____________________
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Rusholme Malone
Banned
Join date: 30 Jun 2006
Posts: 196
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07-11-2006 06:23
Well, in real life, do people normally wear speedboats or do they sit in them? Wear is for clothing. Fashion accessories, armor, things that normally go on your av. You don't wear a fag, you smoke it. So why not have a customisable "action" option in the inventory - you've got a boat in there, right click it and select ride and it automatically rezzes and sits you in it. Right click "smoke" on the cigarette and it attaches it in the relevant place, applies the animation and does the gubbins. |
Ricky Zamboni
Private citizen
Join date: 4 Jun 2004
Posts: 1,080
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07-11-2006 06:52
A few things that There has over SL (I've been in There a total of twice, but here's what I remember): - Extremely simple user interface (SL's is all over the place) - Almost no learning curve (SL's is fairly steep - I'm still learning new stuff!) - Will appeal to a more casual user (SL has a maniacal fan-base, but I can't imagine mom logging in any time soon) Also, -vehicle physics that actually work -"forcefield" option allowing the user to become no-push -simple, central way to shop for user-created content -voice chat with (IIRC) linked avatar face animations |
FlipperPA Peregrine
Magically Delicious!
![]() Join date: 14 Nov 2003
Posts: 3,703
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07-11-2006 08:37
Also, -vehicle physics that actually work -"forcefield" option allowing the user to become no-push -simple, central way to shop for user-created content -voice chat with (IIRC) linked avatar face animations Just to point out: SL's vehicle physics are actually pretty good, the problem tends to be the inability for the sim to track the avatar's location at high speed well... and the dreaded sim border crossing issue. Either way, for vehicles to be fun in SL (well, any that travel at a decent speed), work needs to be done. ![]() I've seen "anti-push" in SL for years - anchors you can turn on which won't allow you to be orbited. It's a fairly simple script. Central way to shop? SLB/SLEx. ![]() Voice: That voice chat demo was pretty damn cool - I'd like to see SL moving in some directions soon with voice. There are options out there which work pretty well - a combination of something like Ventrilo with voice modulation options and a text-to-speed option with a selection of voices could start to create a whole new side to characters. I want a Peter Frampton option! Regards, -Flip _____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company
Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars! |
Wildefire Walcott
Heartbreaking
![]() Join date: 8 Nov 2005
Posts: 2,156
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07-11-2006 11:00
- Extremely simple user interface (SL's is all over the place) - Almost no learning curve (SL's is fairly steep - I'm still learning new stuff!) - Will appeal to a more casual user (SL has a maniacal fan-base, but I can't imagine mom logging in any time soon) While SL's interface is rather arcane, I was able to move around and adjust the camera rather well after two days. I've been in There around seven times now (including last night during the SL shut-out) and I still struggle with simple things such as seeing myself from the side. (I want to see what my ponytail looks like and I simply can't figure out how to do it.) The There camera seems unnecessarily constrained, and offers you several fixed-angle views with very little wiggle-room for panning around. And casual users, yes. Basically when I'm in There, I'll be standing around trying to navigate the awful shopping inteface in the in-game browser. Some guy will walk up to me and start throwing emotes at me (pummeling my chest with little hearts and whatnot). It's amazing how even apparently skilled There players can endlessly amuse themselves firing off the same emotes over. and over. and over. -simple, central way to shop for user-created content The central place to shop is a nice concept, but it's not as fun as actually shopping. And don't get me wrong, I'm a regular SLX/SLB shopper, too... and I have a much easier time finding what I'm looking for on either of those sites than There's silly thing. Their whole auction-based system for player-created items really sucks, in my opinion. It results in this jumbled, ephemeral inventory. _____________________
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Nimue Galatea
я говорю по русски ;)
![]() Join date: 24 May 2004
Posts: 517
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07-11-2006 12:16
I think Activeworlds has... soul. Even with all the midis.... there is something I can't put my finger on. Maybe it's just the memories.
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Eep Quirk
Absolutely Relative
![]() Join date: 15 Dec 2004
Posts: 1,211
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07-11-2006 22:28
Oh god, I tried active worlds ONCE. Active Worlds does not compare to SL But anyway, I guess you have to upload meshes in order to build anything in Active Worlds... I tried building myself; ended up just copying another creator's "box" and was not able to do anything with it but move and rotate it. I do enjoy having the inworld creation tool in SL, rather than being limited to uploading what you create outside of the game. There's also another game thats kinda similar to Active Worlds from what I've seen: Worlds.com Visually, Second Life is much smoother, "softer", texture and detail can be much more intricate. Second Life has much more depth and "life". Worlds.com gave me a headache, the textures were just aweful from what I saw; and from a distance they dont "smooth out" like SL . Things do not render as smoothly in Active Worlds either. It'd be nice if our avatars in Second Life were a little more "in touch" with the world and it's surroundings. Even with all the attachments, building options, animating, and scripting, I still feel a sense of detachment from the world surrounding my av. I understand this isn't so easy, and technology probably isn't there yet. ![]() _____________________
Pentium D 820 (2.8GHz), 2GB PC4200 (533MHz) DDR2 RAM, BFG GeForce 6600GT 128MB
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Oz Spade
ReadsNoPostLongerThanHand
![]() Join date: 23 Sep 2003
Posts: 2,708
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07-11-2006 23:29
AW Has, SL Needs:
- Better particle controls. Theres alot more things you can do with "particles" in AW than you can in SL. - Built in Bot support. Although the lib project for SL is going strong some built in support would be nice. Bots in AW are done by using an AW API, but each user is limited to a "bot count" which is a limit of how many bots they can have in a world at any time. - More "world" controls. AW's world controls make SL's island controls look like nothing. The level of customization you can do for AW worlds is pretty deep. Gravity, custom skyboxes, an all that fun stuff. There Has, SL Needs: - Simplified interface. I agree with Flip on this. Hopefully if SL opens up to more UI customization, users can take care of this issue. - Avatar kenetics. There avatars are very amazing in terms of kenitcs, with each limb being weighted and properly accounted for. - Vehicles. Our vehicle physics still suck! - This is a bit hard to say in short, but I'll try. There has alot of good work done in the way that your attention is on the world and the people around you and your interactions with them. Jeffrey Ventrella wrote an awesome article on this, how There has you looking at the world most of the time, not at an interface (i.e. chat history) but rather at who you're talking to and such (with the help of the chat bubbles). This is something thats hard to accomplish though, but There does deserve credit on it because its really well done. The interface is, most of the time, transparent and the main focus is on the world itself. Something to note though, from what I've read the AW "Scenes" sounds cool, but it seems like you can currently do that in SL right now using the somewhat new camera script functions. You can have someone enter a "scene" or room and have the camera go to a certain place and such. _____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Lost Thereian
Bleh.
![]() Join date: 27 May 2004
Posts: 271
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07-12-2006 00:15
Heya,
my last post was based off an older AW client.. I have since visited AW to see how they have progressed...looks like they're coming along Psst, AW, Worlds, and SL aren't games. eh, whatever you want to call 'em. ![]() Try defragging your hard drive. I've found objects blip in and out of view as much in SL and AW. I wasn't talking about objects blinking in and out. I meant the antialiasing of the textures/meshes etc... but AW seems to be looking a lot smoother. Stay tuned...I don't remember if I read it in the forums or one of the Linden (Robin?) blogs but, supposedly, LL is working on making avatars much more malleable--whatever that means--most likely more intimate contact without having to rely on animations and pose balls. Awesome thanks for letting me know, will be looking forward to hearing more about this _____________________
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