============ 1.0 CONTENTS ============ - 1.1 Release Notes - 1.2 Affected Textures - 1.3 Affected Objects - 1.4 Additional Textures - 1.5 Special Features - 1.6 Troubleshooting - 1.7 Old Release Notes - 1.8 Credits ============ 1.1 RELEASE NOTES ============ New in version 2.3.xxx build 96 - Everything works build 95 - Removed the new AWE skybox due to world changes. Removed wall*** objects from AWE (rwx cleaning component) due to world changes. build 94 - Retextured the official Alphaworld skybox. Removed the AWE skybox. Desaturated terrain0 slightly, so that its not so "neon green". New c_sun texture to address the "blocky" edges. Corrected an installer issue that may have prevented textures from installing without having to resort to a cache flush. build 93 - Useless texture meta data stripped out, making AWE slightly smaller. build 92 - Fixed the mute teleport/warp sound option. build 91 - Added old AWE skybox as an option again (note it's not compatible with the day/night cycle) Installer cleanup; removed obsolete items build 90 - Removed misc objects from AWE that were fixed by Stacee in the OP Removed the skybox and ground options to reflect recent changes in Alphaworld Rolled back grasso, grassn, vineceil and concrete to build 88's version per community request Fixed jeans2 and gwalk series - was included in 89 but wasn't installing right build 89 - Enhanced copper1 (4x resolution) Enhanced fencea4 and its mask(4x resolution) Enhanced gold (seamless) Enhanced gwalk series(4x resolution) Enhanced jeans2 (2x resolution) Re-Enhanced frgrd-d (4x resolution) Re-Enhanced vineceil (4x resolution) Re-Enhanced concrete (4x resolution) Fixed UV mapping on the t_awtree## series objects Minimized the seam artifacts on the skybox New in version 2.1.xxx build 86 - Updates tagging to conform to the OY updates Enhanced road1 (4x resolution) Re-enhanced flat8 (8x resolution) build 85 - Enhanced metal1 (2x resolution) Enhanced metal2 (2x resolution) Enhanced metal3a (4x resolution) Enhanced road2 (4x resolution) Enhanced fencea1 (4x resolution) Enhanced stone5 (2x resolution) Enhanced stone6 (2x resolution) Re-added the AWE passive sequences to the avatar.dat file New in version 2.0.xxx build 82 - removed additional gestures for now due to changes in official world gesture list. Enhanced zwall1 texture (4x resolution) build 81 - removed optimized avatars for now because they were out of sync with the new versions AWI quietly switched to build 80 - adds swim seqs build 79 - optimized skybox resolutions build 78a - fixes zaw21 (CY award object). build 78 - road7 enhanced silver1 enhanced (2x resolution, seamless). siding enhanced (4x resolution) wall2 enhanced (4x resolution) Birch2m mask cleaned up build 77 - improved avatar list so that it shoud survive cache dumps now. Thanks Matt888 :D build 76 - rock10 accepts pictures. For proper use, apply a similar texture direcetly to the rock and name it. Then have a remote object apply the picture to the rocks. Non-AWE people will see the direct texture and AWE people will see the custom picture. You can use this technique to create more specialized form of rocks. - water2s, water2tr, water4tr had their edges remapped and lit to match the texturing of regular wall objects. - New custom made for Alphaworld 2048x2048 resolution skybox. - Rock9 and 10 have had their textures uniformly mapped to remove texture smearing. This is experimental and could cause serious conflicts. Check your builds. - Land objects (land_, except landa) have been less distorted (full distortion removal does not look so good). - Nougat avatar's textures remapped. - Avatar 4.1 optional compatibility fix added. This resizes 3 avs - Harold and Hotep and Birde - to be about 3%, 2% and 8% shorter respectively allowing them to walk into places they were once able to go to in 3.6, but no longer in 4.1. - All 49 arches now texture in the interior centerway. - Decki1 and decki2 (deck stairs) remapped to clean texture distortion. - Simple pp__ series objects (just the walls, no windows or doors) have been further cleaned for performance. - Furniture has been enhanced. Many have been tagged so you can customize it. Tag 1 and tag 200 were used. gbed__ & bed01: wood and fabric tagged kcab__ & bath2_ (cabinets): countertops tagged desk1, desk2, chair1, chair2, love1, dress1, dress2: textures remapped to be clean, tagged. - Texture enhancements (most are now 512x512 vs 128x128 before): birch1 boden dirt fencea2 fencea3 fencea11 & fencea11a fence121 - 124 grass1 rock2 stone7 stone14 tbbark02 tbbark02a tbbark9 tnbark01 wall13 & 14 wood2 wood8 woodflor woodpost ============ 1.2 AFFECTED TEXTURES ============ (list is not guaranteed to be complete) astrotrf (seamless) av_skin9 (seamless, resolution 2x, compression artifacts removed) back3gnd (seamless, resolution 2x) boden (seamless, resolution 4x) carpet1 (seamless, resolution 2x) concrete (seamless, resolution 4x) concrete2 (seamless, resolution 2x) copper1 (seamless, resolution 4x) ctable2 (seamless, resolution 2x) dirt (resolution 1.6x) earthmap (new texture) fall_g (seamless, resolution 2x) fencea1 (resolution 4x) fencea2 (resolution 4x) fencea3 (resolution 4x) fencea4 (resolution 4x) fencea7m (more precise mask) flame1 (brand new texture) firep13 (seamless, resolution 2x) flat7 (original texture, 38% higher res, made slightly more seamless) flat8 (resolution 8x) flat9 (original texture, 38% higher res) flat10 (original texture, 38% higher res) flat11 (original texture, 38% higher res) flat16 (original texture, 38% higher res) flat17 (original texture, 50% higher res) flat18 (original texture, 38% higher res, slightly more seemless) flat19 (original texture, 38% higher res, slightly more seemless) flat20 (original texture, 38% higher res) frgrd-d (seamless, resolution 4x) gold (seamless) granite (seamless, resolution 4x) grass1 (seamless, resolution 2x) grasso (seamless, resolution 8x) grassn (resolution 4x, darker version of grasso) gwalk1 (resolution 4x) gwalk1d, gwalk2a, gwalk2b, gwalk2c, gwalk2d(resolution 2x) jeans2 (resolution 2x) keyb (brand new texture) marble2 (seamless) metal1 (resolution 2x) metal2 (resolution 2x) metal3a (resolution 4x) phone1 (minor adjustment) road1 (resolution 4x) road2 (resolution 4x) road3 (resolution 2x) road4 (resolution 2x) road7 (resolution 2x) road11 (seamless) rock2 (resolution 2x) roof1 (seamless) rusgrd-d (seamless, resolution 2x) rusgrd-n (seamless, resolution 2x) sand1 (resolution 2x) sand2 (seamless, resolution 2x) slate1 (resolution 2x) snow1 (seamless, resolution 2x) stone4 (seamless) stone5 (resolution 2x) stone6 (resolution 2x) stone7 (seamless) stone8 (minor adjustment) stone11 (seamless, resolution 2x) stone12 (seamless) stone14 (seamless, resolution x2) tbbark02 (seamless) tbbark02a (seamless) thbase1 (more seamless, resolution x2) thwall1 (resolution 2x) tile1 (original texture, higher res, made seamless) tile8 (original texture, 38% higher res) tile9 (original texture, 38% higher res) tile14 (compression artifacts removed) tile15 (original texture, 38% higher res) tile16 (original texture, 38% higher res) tile21 (original texture, 38% higher res) tv4 (seamless, resolution 2x) topgrey (resolution 2x) walk1 (resolution 2x) wall8 (original texture, 15% higher res) wall9 (original texture, 58% higher res) wall10 (original texture, 38% higher res, made seamless) wall12 (original texture, 38% higher res, made seamless) wall13 (fixed tiling distortion) wall14 (fixed tiling distortion) vinceil (seamless, resolution 4x) xluc1 (4x frames for smoother effect) zwall1 (resolution 4x) ============ 1.3 AFFECTED OBJECTS ============ Over 1,500 objects were cleaned up for performance and faster loading. Besides those, here are objects that recieved special attention: button_2 (picture tagged) comp1 (tagged, sign tagged) landc & landf (texture remapped at top to uniform with landa) pict# 1-6 & xpict1 1-3 (remapped textures on frame) pot3 (accepts textures and pictures) stlamp1 and stlmpt00 (double sided) tree01 (tagged) tree02 (tagged) tree03 (tagged) wins1, wins2, winb1, winb2 (tagged, picture tagged) xaw18 (tagged) xaw49 (picture tagged) xchpa1ws (accepts textures and pictures) ============ 1.4 ADDITIONAL TEXTURES ============ awe_comp1 and 2 (comp1.rwx enhancements) awe_flame1 and 2 (desync flames) awe_hotep1 1 through 5 (formal hotep textures) awe_shrub1 1 through 11 (additional sprites) awe_skybox1_back back, down, up, left and right (skybox textures) awe_tuxsimp & awe_tuxslv (formal harold textures) ============ 1.5 SPECIAL FEATURES ============ AWE includes some custom content that cannot be seen by non-AWE users. Below are recommended guidelines to lessen the visual difference between the two users. - Tagged trees: The following trees accept the tag command: tree01, tree02, tree03, tbtree002 tbtree004, tbtree005 Using the tag command you can texture the trunk and/or the leaves separately. Non-AWE users will see the default tree, so try not to make your custom tagged tree dramatically different. Tag 1 is the trunk. Tag 2 are the leaves. To tag both you have to use a combination of the texture and animate command, like this: create texture ____ tag=2,animate tag=1 me ____. 1 1 0 - AWE Flame1 and 2 textures: These are the same as the flame1 texture except they're rearranged so that they are out of sync with the other flames. This way if you create multiple flames, you can mix up the flame textures to make it look more realistic. However, only use it on the flame1 object so that non-AWE users will just see the default flame. - Other additional AWE textures: If you plan on using these, place them on objects with default textures that are somewhat similar to the custom AWE texture. Non-AWE users will see the default texture. - Pot3 and Xchpa1ws accept textures and pictures now. If you apply a texture, non-AWE users will see the object incorrectly. It's recommended you use the create color command, followed by the picture command for the desired texture. For example: Create color brown,picture objects.activeworlds.com/aw/textures/wood1.jpg Non AWE users will see the brown color, and AWE users will see the wood1 texture. - Apply "texture awe_comp2 tag=1" to enhance comp1.rwx objects. The top rim above the screen accepts signs, too. The matching background color is "D9CCB3" - The phone (xaw49) accepts pictures to change the phone style. Example texture: pics.swcity.net/phone1.jpg 1 through 5. ============ 1.6 TROUBLESHOOTING ============ Problem: I installed AWE but nothing changed. Possible Solution: AWE uses the windows registry to find where AW is installed. However if you have more than one browser installed, it may adjust the wrong one. Or perhaps the installer just didn't find AW at all for some strange reason. You can manually fix this by clicking Options menu -> Settings... -> Advanced Tab -> Local Path If it's blank, type in where you installed AWE, which by default is C:\Program Files\Alphaworld Enhanced --- Problem: Ok I installed AWE. Now what? Solution: Well that's not really a problem but I hear it a lot. AWE just overwrites textures in Alphaworld. Once you finish running the installer, that's it! Enjoy the new high-res Alphaworld and explore around. --- Problem: I can't see all the avatars, or I can't scroll on the avatar list. Solution: This is a problem with the way AW 4.1 handles menus. The only solution is to either increase your screen resolution, change the position of your toolbar (like putting it on the bottom instead of top), or download this alternative avatars.dat file: www.swcity.net/files/awe/avatars.zip Extract the file to Active Worlds\cache\art\objects.activeworlds.com-aw\ and overwrite the current file there. --- Problem: I lost my AWE avatars, or I lost my muted teleport sounds. Solution: Unlike objects and textures, the avatar selection menu, and the modified sounds cannot use the local path. The AWE installer directly overwrites the original version with the modified version. Hence, if your cache is cleared for some reason, you'll need to reinstall AWE to fix it. You might want to disable the quota management features in the AW options if this becomes too much of a problem. --- Problem: AWE lags my computer too much. Solution: It's likely your computer is video RAM limited. AWE uses high res textures, some even 512x512 which quickly eats up RAM. However, if you have enough RAM, benchmarks show almost 0% performance difference with or without AWE. Video RAM requirements depend on your visibility settings. According to tests, a dense area at 120m vis will require an average of 50-60MB. Thereby, it's recommended you have a 64MB video card or higher. --- Problem: The ground object has problems like shifting around and z-buffering. Solution: Reinstall AWE with the ground object unchecked (unchecked by default). This is a unfixable problem which only affects certain video cards. --- Problem: Features from another AWE plugin/mod no longer work. Solution: AWE overwrote textures. Plugins/mods should be installed after AWE is installed. --- Problem: My problem wasn't listed here! Solution: If all else fails, reinstalling AWE again will usually fix it. Feel free to telegram me (SW Comit) if you need more help. ============ 1.7 OLD RELEASE NOTES ============ New in version 1.4.065-066 - Build 67 has the option to shrink harold by 3%, hotep by 2%, and birde by 8%. This should allow them to walk into tight places that they could once do in AW 3.6, but no longer in AW 4.1. - Build 66a removes the grabber tool as its usefulness has been mostly lost by version 1.4. Installer also cleaned up a bit. - Build 66 adds option to install AWE without autolook enabled avatars. - Revisions a and b of build 65 fix install bugs. Revision c removes edge30a3.rwx from the cleaned object set. - Tbtree010 no longer shows "halo lines" at the top of its sprite polygons. - Endwave commands removed from avatars.dat due to being obsolete. Thanks Byte. - The flower and tree sprite objects (29 in total) no longer do texture clamping. This will fix texture distorting artifacts you may notice if you apply the object's respective texture & mask on 3d objects. - AWE avatars updated for AW 4.1. They now support the autolook function and avatar menus. They've also been given new gestures now that excess gestures are displayed in a drop-down menu instead of going off the screen. - Texture rusgrd-n and rusgrd-d enhanced (2x resolution, seamless). - The following objects (1,532+ models) had all unnecessary code stripped out and optimized for improved performance: tree0_ tbtree__ rock__ edge__ sign__ arch__ street__ wall___ walk___ road___ p___ (panel objects) g___ (gfence, gbed, etc) 12 avatars (+ todd's dead hand revived) plus dozens of various small detailing objects. New in version 1.3.061 - Added the tropical sprite pack: awe_shrub1, 1 through 12. Only place these textures on other sprites, such as palms as shrubs. Non-AWE users will see the sprite you put the texture on. - Texture phone1 adjusted to help prevent texture distortion on phone object's side. - Texture av_shirt9 enhanced (resolution 2x, fixed overcompression artifacts) - Texture xluc1 enhanced (8 frames now instead of 2 for smoother glow) - Texture tile14 enhanced (fixed overcompression artifacts) - Texture keyb enhanced (brand new texture, 2x resolution) - Texture tbbark02 and tbbark02a enhanced (seamless, goes with enhanced tbtree objects) - Tbtree00#.rwx fixes and additions: -- 3 and 7 now added and tagged, but the leaves are tag 200 instead of 2 so that it can also accept pictures. May proof useful with masked gif support in AW 4.1. -- Debugged the script on 2, 3, 4, 5 and 7 so that it accepts animate me commands. -- Remapped the trunks on 2, 4 and 7 to remove massive distortion. - Mask fencea7m enhanced (chain link fence mask - cleaner, more precise) - Remapped the top of inward turning land objects (landc and landf) to unify the texturing with landa. - Ground object fixed so that you walk along it, vs hovering above it like before. - Comp1 has been enhanced and can further enhanced. Add "create texture awe_comp2 tag=1" to a comp1 object to add realistic mesh vents to the back. The top rim also accepts signs suitable for "branding". The matching background sign color is "D9CCB3". - The phone object (xaw49.rwx) now accepts pictures so you can change the phone style. A few starter textures are available: pics.swcity.net/phone1.jpg 1 through 5. - Objects wins1, wins2, winb1 and winb2 have had their frames tagged. To give them a wood frame use "texture wood3 tag=1" for example. The glass also accepts pictures suitable for stained glasss pictures. - Objects pict1 1 through 6, and xpict1 1 through 3 remapped. The picture frame no longer distorts textures. - Streetlight objects (stlamp1.rwx and stlmpt00.rwx) double sided now so it doesn't appear invisible when looking through its glass. - Object xaw18 (sailboat) tagged so you can texture the boat without changing the sails. Example: "create texture wood7 tag=1". New in version 1.2.044 - 1.2.044 patch fixes a cache clearing issue with the flame masks. - Skybox added. Includes textures "awe_skybox1_front", back, right, left, up, and down. - Pot3 and xchpa1ws objects now accept texture and picture commands. See section 1.5 for directions on proper use. - New 'Formal Harold' and 'Formal Hotep' avatar (by Gnu32) - Texture road3 enhanced (resolution 2x) - Texture road4 enhanced (resolution 2x) - Texture stone11 enhanced (resolution 2x, seamless) - Texture ctable2 enhanced (resolution 2x, seamless) - Texture stone12 reworked using better methods than before - Texture flame1 enhanced (brand new texture, more realistic looking) - Texture back3gnd enhanced (resolution 2x, seamless) - Texture wtcmem2 enhanced (resolution 4x) - Texture tv4 enhanced (resolution 2x, seamless) - Texture firep13 enhanced (resolution 2x, seamless) - Texture carpet1 enhanced (resolution 2x, seamless) - Texture wall13 and wall14 fixed. The original version was tiled terribly, showing major distortion in the center. - All coronas have been doubled in resolution to avoid pilexation when larger than 128 size. - Two additional textures added: awe_flame1 and awe_flame2. Use these two plus flame1 to create flames that are out of sync with each other, which looks more realistic. Only place it on a flame1.rwx object so non-AWE users will just see the default flame. - The following AWE textures were being downsized by the AW browser, resulting in a loss of texture quality. This is been fixed: tile1 tile8 tile9 tile15 tile16 tile21 wall8 wall10 wall12 (also adjusted to be seamless) flat7 flat9 flat10 flat11 flat16 flat17 flat18 flat19 flat20 grasso grassn dirt New in version 1.1.031 - Larger ground object (4x larger, blue backdrop not seen untill roughly 32% higher elevation vs before) - New version of grass1 (more seamless) - Better jump sequence (your legs actually move in this one) - Added a fall sequence, which activates when your falling. - Some of the tbtree___ objects, and the old tree01 to 03 objects, support the tag command so you can texture the trunk and leaves specifically. Tag 1 is the trunk, tag 2 is the leaves. Non-AWE users will see the default tree. It's suggested you don't dramatically change the appearance of the trees, for the sake of non-AWE users. Expect the rest of the trees to be taggable in a later version. Thanks RoadKill & Selanit. - Texture slate1 enhanced (resolution 2x) - Texture sand1 enhanced (resolution 2x) - Texture sand2 enhanced (resolution 2x, seamless) - The flat8 in version 1.0 was enhanced incorrectly. It is now properly enhanced (original texture, 74% higher resolution) - grassn now has proper darkness ratio towards grasso so that the two should match up. - Texture rock2 enhanced (resolution 2x) - Texture road7 enhanced (resolution 2x) - Texture boden further enhanced (resolution 4x, version 1.0 had 2x). - Texture roof1 fixed - there was an unsightly black line on the side in the vanilla version. - Texture thwall1 enhanced (resolution 2x) - AWE now comes bundled with a tool that downloads the entire AW object path (except content modified by AWE) into the AWE folders, so you never have to download it again in the future. Thanks Selanit. To use it, look in the start menu. Note this will take a long time, especially for dial-up users. New in version 1.0.020 - wall8 added (original texture, 15% higher res) - walk1 added (resolution 2x) - vineceil made 10% darker to be more like the original - flat18 added (original texture, 38% higher res, slightly more seamless) - flat19 added (original texture, 38% higher res, slightly more seamless) - flat20 added (original texture, 38% higher res) - the | which divides AW and AWE gestures shouldn't display an error anymore - wall9 added (original texture, 58% higher res) New in version 1.0.015 - Jump gesture linked to the jump key (like how it is in most worlds). The run gesture was also added to running, but later removed due to it not working very well with AW's avatars. - The avatars expansion pack installs better now, and you won't lose it if AW crashes. - The muted teleport and warp sounds were not working all the time, similar to the problem the avatar pack was having. This should now be fixed. - New version of the concrete texture. - New version of the road11 texture. - concrete2 added to the pack. Made seamless and resolution x2. - All avatars now have the sit gesture (>_< @ AWI never adding that to begin with) - marble2 added to the pack. Carefully made seamless, while keeping the original look. - You can now customize the content to install. Thanks Sel. New in version 1.0.009 - The new stone2 texture was removed - The warp and teleport sound effects have been silenced due to popular demand This should allow for more immersive sounds when warp and teleport are used within a game or immersive environment. - The Avatar Bonus Pack has been integrated with AWE, which includes 12 more avatars and additional gestures to most existing avatars. - texture frgrd-d made seemless - installer now has an AWE logo - new astrotrf made by Bastilion to look more like the original astrotrf yet be seamless. - new vinceil texture made. Should look more like the original, and not blury this time. ============ 1.8 CREDITS ============ SW Comit - Texture Design, Project Leader Selanit - Installer Scripting and Technical Assistance RoadKill - Technical Assistance Gnu32 - Extra Avatars, Object Assistance Scented Nectar - Skybox creation + additional sprites SW Chris - Quality Assurance Also thanks to chrispeg for explaining local path, and AWI for advertising AWE And all those who helped beta test