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Dyna Mole

Mole
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About Dyna Mole

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  1. The LH Security System is not designed to control access to your house. It is a parcel control, activated when anyone crosses the parcel boundary. Like any security orb you might buy from the Marketplace, it doesn't even know that your house exists, so it does not communicate with Control Panel functions. (In fact, you might want to whitelist a completely different set of friends for access at the altitude of a skybox than you allow on the ground, so you could rez a separate Security System up there.) You rez the LH Security System once and you never have to replace it as long as you own t
  2. I quite agree. Any experienced SL resident knows how to get past a locked door. Still, a locked door is a gentle deterrent, a signal to visitors that you really don't want anyone walking in unannounced. In my mind, though, that's not the most important reason for having access controls on the Bellisserian homes. When you give access to people on your list, you are not just letting them open the doors and windows; you are also letting them use many of the functions of the Control Panel. They can do things that nobody can do by just sitting on a chair from a distance to enter the house. For th
  3. It actually does make sense, if you think about it for a bit, or at least it's just as logical as doing it your way. We weren't really trying to mess with you. The system is designed to let you create a list and decide when you want to use it. You can deactivate the list and have some ME time when absolutely nobody else can come in. We asked ourselves whether to make the system default to "Use List" automatically -- which is what you and Sam1 expected -- but decided to make your privacy the default instead. So when you start a list, you opt IN to using it instead of opting OUT of it.
  4. As you know, there are a few textures in the Content Packs already, so that's not a bad thing to wish for. There's a limit to how many more would be useful, though. Surfaces in the homes are all mesh faces, and the textures are UV matched to them. With the exception of some very flat surfaces like walls, our textures wouldn't look good at all on most add-ons. Textures that we use for woodwork, doors, railings, and many other parts of the house can't simply be dropped on other objects. Most surfaces in the homes also have normal and specular textures that add subtle depth and vibrancy; agai
  5. As Abnor says, we have ways to replace or update existing content in Bellisseria fairly easily. That's sometimes necessary when we discover that there's a flaw in something like a tree or a wall that we've deployed. It's also a key element of our flexible design for the new Linden Homes regions -- a way to keep them from getting dated too quickly. If you look in the notecard that's in the Content Pack in your house controller (mailbox) , you'll find a sentence that says something like "Please note also that Linden Lab may offer new house models or upgraded versions of existing ones from
  6. Take a look at my response in this thread from last autumn, where the Memorial Garden was discussed most recently: Some day, when there are no projects with higher priority facing LDPW, the Lab will possibly decide to do a deep makeover of the Memorial Garden. That sort of decision is way outside my authority and will be made by people well above my pay grade. I won't dare to guess when it may happen.
  7. Those are veggie hot dogs, a worm-free product from Mole Kitchens™, created for discerning Bellisserians who appreciate the health benefits of meatless outdoor dining..... "Mom! These are the YUMMIEST!" 😍
  8. Yeah. Ooops. /me slides away to relax for the weekend.
  9. Dyna Mole

    Doors

    Our approach to managing doors, windows, and blinds has evolved since we released the Traditional Linden Homes. Initially, each window and blind had its own script, so that they could operate independently. It didn't take us long to realize, though, that all those individual scripts -- even though they are small -- add up to a lot of potential load on the region servers. We replaced that design with a more complex one that uses a single script to manage all doors, windows, and blinds in the house. Until very recently, though, we have still been managing the blinds in large groups, one per roo
  10. Unchecking the box that keeps anyone other than the parcel owner and group members from running scripts is certainly the best solution, as Abnor says. As a point of clarification, though, you should know that most modern scripts for HUDs (especially those for AOs) contain code that allows them to continue running if they were running before you brought them into a no-script area. That's true for many vehicles as well. So, your friends' body HUDs should work now if they were wearing them before they entered your parcel, even if you have script permissions turned off.
  11. That's exactly the right thing to do, Sylvia. Re-entering the RGB values for the walls in your home really doesn't take much time. If you have written down ones that you like in a handy place like a notecard or the Notes area in your own profile, you should have no worry about losing them. When we were designing the custom tinting system, we considered several approaches. The biggest challenge we faced was memory use. The Linden Homes are controlled by four major scripts, each of which is large and eats up a lot of memory, even before you start stuffing it full of user input (access li
  12. Exactly, except that the database is not "external." It's buried in the server networks that manage all SL assets and functions. (It's now actually all in the cloud -- which I guess is technically "external" after all. Go figure.) Anyway, we have to store an immense amount of information about each parcel in Bellisseria. Every time you rez a new home, we record which model you chose and then add all the information about what color/texture choices you made for walls, woodwork, and the rest. We also save any information you add to the home's access list. All that information is upda
  13. Yes, I understand that. If I remember correctly, someone once asked Abraham Lincoln how long his legs were and he answered, "Long enough to reach the ground." That's the way it is with the stilt houses too. When we write the scripts for any of the houses, one of the questions we ask is, "How high above the ground should the main floor be?" In the case of a stilt house over water, we ask almost the same: "How high above the water level should the main floor be?" Once we have that question answered, the stilts take care of themselves. If the moles who created the mesh models of the houses d
  14. Actually, that's not true. All Stilt Homes have stilts the same length. An OL house has front steps because you're meant to approach it from land and then walk up to get to the front door. An OW house has no front steps. If it's attached to a pier, you walk in directly from the pier, making your last few steps on a special walkway that leads right to your front door. If the house is not attached to a pier, there's no point in entering by the front door (which is why we provided an optional baby gate in the Content Pack, so you wouldn't step out the door and get wet). Instead, you moor yo
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