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Quartz Mole

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About Quartz Mole

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  1. Oh? You mean we weren't playing Candy Crush? That explains a lot.
  2. We have a general fix for the problem of houses moving from the correct rotation, or at least I hope it's a fix -- it's worked in all the tests we've done so far -- which we hope to push out some time later this week, as part of a more general maintenance fix. I'm still not sure what's causing the issue -- since it tends to reappear after region restarts, I assume it's a simulator issue rather than a script problem -- but I think my fix will cure the symptoms, if not the underlying cause.
  3. Run-off from Three Metre Island?
  4. Thanks. I've removed them all now from regions where they are no longer needed.
  5. I think there's an ancient prophecy, probably made by Magellan's enigmatic friend Stoner, about whosoever draws the fork from this cube shall be the ruler of all Pickledom. As @Dyna Mole will confirm, our NDAs mean we could not possibly comment on rumours about our working on community areas including round tables with a booby-trapped Siege Perilous, and grid hunts with mesh grails rezzing and derezzing all over the place, even if we had heard them.
  6. Several of them were used for QA purposes, and the rest we use for development and testing. Best to regard them as scratchpads, as Nika suggests in her post.
  7. Please, drop me an offline IM in world with a slurl or landmark and I will take a look. I can remove the non-functioning house for you easily enough, and it sounds as it the new house is working OK.
  8. All the regions in Bellisseria are rated Moderate (as is about 60% of the grid).
  9. Can you send me a slurl, please? I will investigate as soon as I am able.
  10. I can confirm the phrase "fork it," or something very similar, is often used by Moles, particularly me when scripting isn't going too well.
  11. I don't think that's going to do any good in this case The problem, whatever is causing it, is clearly with something inside the house (I suspect the control panel script) rather than the house controller outside the house. The house controllers are working as expected, but they're nothing to do with the doors.
  12. @Elora LunaseaIt's too late for me to do anything about this tonight, but this sounds very similar to a problem I resolved on Lostbell earlier today. The description of the issue was almost identical. I couldn't get the scripts to respond at all (I should have been able to see debug messages) even though the viewer could tell the front door was touchable. Rezzing a new house didn't cure anything, and neither setting all scripts in the house to running (they were already -- I'd checked) or even replacing the rezzer with one from our reference region, where we keep the latest copy of all the houses, houseboats and trailers. Long story short, I eventually restarted the region and that seemed to fix it. Just before doing this, I checked the region stats and, while they weren't perfect, they shouldn't have caused this sort of problem, and several of them seemed to have more to do with my connection rather than the simulator. I suspect it may be something to do with the issue described in the Grid Status Report https://status.secondlifegrid.net/incidents/263n6z6w1sp0 (though I don't fully understand how) but if it's still a problem, please drop me a slurl or landmark in world and I will see what I can do.
  13. Thanks, both! Can you both please let me know on which regions the trailers are located? I think the fix we were working on yesterday should cure the issues you describe but I need to take a look at the rezzed trailers to be sure.
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