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Dyna Mole

Mole
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About Dyna Mole

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  1. Yeah. Ooops. /me slides away to relax for the weekend.
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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
  7. 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
  8. They are Moles Of Few Words. Heads down, burrowing onward. A loyal mole never rarely hardly tarries.
  9. We have learned a lot about efficiency and quality assurance since the Traditionals were released. The current approach -- creating a large mass of regions to seed a new theme and then filling in the transition zones around it -- is a better use of creative time and makes many more new homes available at once than releasing a few regions at a time. No matter which way we do it, the final step before opening the doors is to do detailed QA. A careful sweep, as soon as new regions are in place and before residents start flying across and adding their own content, is the best way to guarantee that
  10. It's a feature, a dramatic special effect that we reserve for rare occasions when all the stars align and circumstances cry out for creative whimsy. If you teeter on the edge of a volcano or go exploring in a hidden cave, you should be more wary than usual about odd moleworks. Embrace the moment. When you're just walking down the street, minding your own business ... nah. We don't do that sort of thing. 😇
  11. If that boggles your mind, consider the meta-QA world in which testers are wandering around inside SL looking at the scripts that Quartz Mole and I write .... virtual testers inside the virtual world examining code inside virtual objects. It's turtles all the way down, they say.
  12. Linden Memorial Park has been around since the early days of Second Life. Residents have enjoyed being able to visit and to leave a small marker in memory of people who are no longer with us. The system for placing markers is fairly simple, but it takes direct personal supervision from LDPW to keep adding new markers in the system's inventory and to keep expanding the places to put them. The system is working as designed, but its inventory of individual flower markers with pre-calculated target positions is empty. Like many of the legacy systems that we maintain in LDPW, this one needs u
  13. Right. Those two, plus the portal to TCMG, do not require you to be in an Experience.
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