Showing posts with label Timers. Show all posts
Showing posts with label Timers. Show all posts

Monday, May 4, 2015

Workaround for bug introduced in Build 1430 with timer triggers that fire in the same instant

Update 3: Build 1432 has resolved all issues related to timers and things seem back to normal.

Update 2: Users are reporting that some of the issues have been fixed, but not all.  Specifically still seeing issues with timers where the total duration is less than a second.

Update: Build 1431 was just announced to revert changes related to timer limitations. A swift and appropriate response.

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ActiveWorlds 6.2 Build 1430 was released today and introduced the following change:
  • Timers now have a minimum duration of 1 second and timer-triggers have a minimum interval of 100 ms applied strictly. An attempt to help users and builders not running into heavy lag bombs in worlds.
Which introduced the following bugs:
  • Existing timers that complete under a duration of 1 second are broken -- any lower value is forced by AW to 1 second.
  • Existing looping timers triggers with a total duration of less than 100ms are broken.
  • Triggers scheduled for the same time on the same timer are explicitly ignored. (The workaround below specifically addresses this problem)
  • Remote texturing is broken in many circumstances.
Whoops! These are some really awful bugs and this whole change probably needs to be reverted. The third problem has a pretty simple workaround... simply offset one of the timer triggers.  Note that this only addresses one of the issues introduced today; these bugs have manifested in various ways and this isn't a one-size-fits-all solution to all of the problems created with 1430. This workaround specifically addresses two or more timer triggers that were set to fire at the same instant.

Take two example timers that I found broken today at Fort Masen:

at tm GK 18500, visible reg3 on, visible reg2 off

at tm GK 18500, say "Regina:    Zek'riah!"


I'm not sure how AW determines which trigger gets fired first, but the visible on/visible off one was ignored when I activated the timer to test.  I was able to work around  this very easily, by changing one of the timers to '18510':

at tm GK 18510, visible reg3 on, visible reg2 off

at tm GK 18500, say "Regina:    Zek'riah!"


This is a very small time difference. For timers, 1000 units = 1 second, or 1000 milliseconds.  So 10 units is 10 milliseconds, or 1/100 of a second.  This is probably acceptable for general animations, but I'd still prefer to see this change reverted for more precise timer sequences that need extremely granular triggers.

Interested in hearing further comments from AWI about exactly how this changed timer behavior. More interested in build 1431 reverting these changes. :)

Monday, May 16, 2011

AWG Download - Kingmaker Interactive Game

Kingmaker Interactive Game (4 AWGs)


  • Kingmaker Interactive Game
    • An interactive card game where the player must pick one of three cards; if the card is a king, the player wins.
    • Timer sequence includes a card alternator so that the result isn't always the same
    • Timer sequence includes a reset for players so they can play as many times as they'd like
    • AWG includes a custom logo for Kingmaker
    • AWG includes a 2-coordinate wide pavilion for the Kingmaker game

DOWNLOAD: Click here to download HA_kingmaker.zip

SEED OBJECT: Centered on AWG, facing North

COORDS: AW 7950.428s 1492.491e 2.0a 178

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!