Welcome to the New Deep MatrixIP9 Multi-user System!
Updated for version 1.03!

This is the information page for the public server at www.deepmatrix.org

 Acknowlegements and Thanks!

 How to get your world permanently on the public server.

Principal new Features in brief:
1. NEW for version 1.03: The Java application will now close and re-open the
    3D viewer Instant Player to clear memory!
2. Server based persistent storage for shared events.
3. Lock type shared events so only one user at a time can control a particular event.
4. Text string delivery from the Java GUI to the world for commands or messages.
5. Gives both Instant Player and FreeWRL a capability to play mp3 files.
6. Revamp of Java GUI to give make navigation user-friendly.
7. Certain number of administrator features allow the admin to add/remove users/objects/worlds
to the server. These can only be accessed through a password.
8. Allows an end user the ability to attempt to put their own world on the server without any prior coding.
9. Allow a user to privatize/limit access to their world, so only names designated by that user have access.
To try out these features just select them from the pull-down choice menus on the Java GUI.
The chat client will give instructions and examples on how to use them if they are implemented or tell you
otherwise.
For in-depth information on the features/how-tos/bugs of Deep MatrixIP9 please see the
documentation @ wwwdeepmatrix.org: Read me
It is also located in the documentation folder of the Deep MatrixIP9 download.
There is also a forum available: Deep Matrix Forum
Note: these features were developed and tested on a Windows XP and an IMac G5 PowerPc.
Whether they work or not on other operating systems such as the new Windows 7 is unknown.
Feedback on other operating systems is welcome!

The worlds listed on the Java client were included to either demonstrate the virtues and defects of this system.
Worlds A through H were modified by hand code to install either shared events or deal with bugs.
Worlds listed under I try to use the "hang a world without prior coding" feature to various degrees of success.
A. The initial "Matrix" world which you are in now shows off Deep MatrixIP9's  interactive features:
   1. Basic shared events
   2. Shared events that can be locked into one user's name so it can only be controlled by that user.
   3. A demo of back-pack objects ala' blaxxun.
   4. The back-pack objects examples (Mobius and Colored Box) can be added and removed from the world.
    They can be moved and rotated to any position and those coordinates and rotations are saved on the server.
    Mobius back-pack object has locking shared events.
   5. Mp3 playing capability which is demonstrated in the transparent boxes set back from the entrance viewpoint on the  left.
   6. Controlling both the world collision and headlight status of the Java GUI.
B. "Black Sun" world demonstrates the ability to deliver message text strings from the Java GUI to the world
 and have those messages saved  on the server using persistent storage.
C. "Chess" world shows off extensive shared and lock events as well as persistent storage to record all the chess
pieces' locactions.
D. "Desert Treasure Hunt" is a find the treasure game originally written for Cybertown and the old blaxxun developer's server.
It extensive shared events exploits persistent storage and both shared and lock events. The rules on how to both play and set up a new game can be accessed by clicking the "How to Play" button on the Java GUI.
E. "Seven Emerald Tablets" is a tarot reading world that loads seven random but shared tarot cards and has "Grimalkin"
my familiar chat bot. Initial entry is done by an animated viewpoint and that will be of interest to would-be developers.
F. "Griff's Castle" by Peter Griffith, which runs four of the new Sound_Matrix Nodes for mp3 files.
G. "Prime City" by Hermetic Cab with another animated viewpoint. It turned into an exercise of manipulating
 NavigationalInfo to perfect the end-user's experience.
H. "The Forest" ( aka "Inner Realms" of Cybertown) by Jeffery Bedrick which looks very different in Instant Player than Bitmanagement/blaxxun Contact.

I. In this version of Deep Matrix an effort was made to give the budding world builder an ability to hang their world without having
to install the special multi-user protos.
The following worlds show off this ability for better or worse:
    1. "Easter Island" and "Stonehenge" by Dave Maloney load perfectly without any prior hand coding.
They also  demonstrate how avatars and objects are now loaded into a Group Node in world file itself rather than the original root world file, so they are lit by Directionallights at the top level of the file. A consiouse effort was made to try to respect the orignial artistic intent as much as possible in a mult-user system, rather than have the artistry be sacrificed to the multi-user tech.
    2. "Desolation Outpost" and "Relax" by Bruce (OMind) Lehmann.
"Desolation Outpost" loads perfectly although the scene graph search replacing relative urls with absolute ones takes a long time!
You'll know when it is finished because the orange background texture is the last to load.
"Relax" demonstrates an inherent bug with the Java EAI EventOutObservers for the position and orientation of the user.
The world SEEMS to load alright, but all user movement is ignored. Clicking on "Ghost" to view your avatar will result in your transference to the world center. See the "world_developer.html" in documentation for more information.
    3. "Hell" and "Geometrek's Islands" by Dennis Mckenzie. I chose these worlds because of Mr. Mckenzie's association with Geometrek -the originator of the Deep Matrix applet and they therefore are of historical interest.
The texture loading problem of "Geometrek's Islands" that plagued earlier versions has been solved as of version 1.03!
   4. "RimsRook's Sunden" by Tito was an exercise in optimizing for Instant Player and solving another texture loading problem.
If absolute urls for inlined files are used instead of relative ones the world should completely load.
As of version 1.03 the relative to absolute url conversion should be vastly improved.

How to get your world permanently on the public server.
1. You first put your world on temporary display by selecting from the "Worlds" pull down menu
"Add-Remove-World" and follow the directions that are presented in the chat.
2. Normally if you leave your world it will disappear from the list.
3. You can keep your room open by either remaining online or by running a bot in your world
( see the bot_READ_ME.txt file in the bots folder for information on running a bot )
Running a bot has the advantage of using far less system resources.
4. Contact me at pyth7@deepmatrix.org to approve the world as admin, so you won't have to run a bot.
Please note the world has to be functional for me to approve it!
 

Acknowledgements, credits and thanks:

All copyrights and thanks for mentioned VRML worlds and objects used here belong to these individuals:
Steve (lazerousvr) Boyce -for the Mobius strip model and support and texture advice.
Jeffery K. Bedrick at  http://bedrickstudios.com for the use of his "Forest" world aka "Inner Realms" of Cybertown.
Peter (Griff) Griffith at http://www.3dworlds.ca  for the use of his "The Tower" and "Craig-Y-Ddinas" worlds.
Dave (Guy) Maloney at  http://www.avatara.com  for use of "Easter Island" and "Stonehenge" worlds and Grimalkin the gremlin avatar.
Alana at http://woopwoop.8illusion.net for the use of "Dream Time" and "Top of the World".
Hermetic_cab at  http://www.cyworx.com  for the use of his "Prime City" world.
Bruce (OMind) Lehmann of http://www.spafon.com for the use of his "Desolation Outpost" world and resource site vrml-x3d.ning.
An unknown builder for the "Lobby".
Tito at http://www.virtualhl.info for "RimsRook's Sunden".
Phillip (MrPhillips) Hansel of http://www.philliphansel.org  for the treasure chest used in the Desert Treasure Hunt game.
Chad (Doctragoz) Sweigert for the spinning globe prize used in the same Desert Treasure Hunt game.
Dennis Mckenzie for the use of "Hell" and "Geometrek's Island ".
The tentacle avatar is an old blaxxun avatar originally created by Lunatic Interactive."
The Sorcerer avatar was made by "Kiwano" for Geometrek.

Thanks also goes out to:
Steve Guynup -education developer.
Rick Kimball -programmer of Abnet at http://www.vrmlworld.net
for help and advice.
The programmers behind Instant Player for fixing bugs quickly.
Steve F White and Jeff Sonstein for getting the Java multi-user ball rolling over a decade ago with
V-Net.
Gerhard Reitmayr and Geometrek for the original Deep Matrix client applet and server -the solid foundation on which this was made.
John Landry for being the admin and support well after the MS JVM had died.