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Memories

21 Dec

My Nana is still holding on. A comment was made on my previous post about holding to the memories rather than as she is now, or has become over the last year as alzhmeirs has slowly taken her away from us. And the above picture is a snapshot of a memory I have as a child when my Nana and Poppa were having a go at riding my Uncle Ernies bike around our back yard. That’s our house in the background, and the window  you can just barely see is that to my bedroom. Our old red toy box is on the porch with our toys scattered across the concrete.

 
1 Comment

Posted in Personal

 

Holding on Still

20 Dec

I am not entirely sure that it is good news, nor can it really be classed as bad.

Yesterday the doctors and nurses were sure that my Nana was going to pass away, but she managed to pass through a bad patch and has stabilized somewhat. She is still dying. And at the moment, the drawing out, the waiting, is tough on my family. She is not comfortable, she cannot talk, she is barely aware and rarely opens her eyes. Though the nurses say she can hear us. She can’t move. And she can’t eat. She is on a morphine drip and a sedative most of the time. Maybe she is trying to hold out for Christmas?

A part of me wishes I was there, but in some ways I am glad I am not. It is not how I want to remember her. And it wouldn’t be easy for Ewan being there, sitting still with the family so upset and barely holding together. It is better that he is here, getting excited about Xmas still without really any kind of awareness of what is going on.

Something a little different. And a little more light-hearted; this is good for a laugh: http://uncyclopedia.wikia.com/wiki/New_Zealand

 
1 Comment

Posted in Personal

 

Unfortunately.

18 Dec

Unfortunately this has been re-evaluated and is now 3 days tops. Thank you to everyone for your words of support. I’ll be around, but probably  not overly active for a couple of days and then away for a couple of days for the funeral. If anyone has anything immediate that needs to be addressed, please contact Archon, Topaz, or Tigerlily.

If it is a ‘Carmine thing’, please contact me by email and I’ll try sort it when I can. Just don’t be surprised if it is not immediately.

 

I’m Not Around Much Lately Because …

14 Dec

Family stuff.

My grandmother has alzheimer’s and after a lapse in her care by her rest home and her hospital, resulting in fall and a collapsed vertebrae, she has been given about six months to live. Obviously this is hard on my family, particularly my grandfather, my Mum and her siblings. And also for me, it hasn’t been easy seeing her Alzheimer’s steadily get worse, and for her state of mind, and comfort in her last few years be compromised and reduced because of a huge lapse in her care.. makes it even harder to deal with.

My role is largely a supporting one, doing research into things so that we can lay a complaint and ensure what care she has now is up to standard.

So yeah, that’s why. I miss things here and hope to be back and a bit more active this Friday, once my work finishes up for the holidays.

 
3 Comments

Posted in Personal

 

Fixed an old pre-DI bug

08 Dec

There was a bug where if there were two of the same stacked container in a room and you put an item in one, it wiped the entire room. No longer. Safely stack up your crates!

 
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Posted in Code, Dark Isles

 

Suspended Accounts

07 Dec

Two player accounts, Kameo and Embracing, have been suspended today after OOCly harassing and threatening another player and staff  because they were not happy with the IC direction role-play had taken (logs had been provided). This, as per our rules, is not acceptable and we take any cases of harassment very seriously. Especially when the harassment has resulted in both a player and staff feeling so uncomfortable that they felt the need to take a break, or not log on.

Embracing has also had the character in question, removed from his account.

They have been suspended for a week and will be allowed to return once the seven days has passed AND they have sent an email of apology to both the staff and player in question. They can appeal this decision with an email to Archon.

If you have any on-going roleplay with the two characters in question, I recommend that you come up with a plausible IC reason to explain their absense. Perhaps they are bed-bound with a bad case of the flu.  Or herpes.

 
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Posted in Dark Isles

 

Lightfoot, Sneak and Wear-and-Tear

07 Dec

First big change, clothing now wears as you wear it and only whilst being worn. That means the quality does not degrade on the ground, in inventory etc, only when worn.

It goes down slowly over time till it reaches the ‘awful’ stage, but doesn’t actually disappear entirely (unlike food). Awful is now described as ‘tattered’ for clothing, and poor as ‘worn’.

Sneak has been adjusted and a help file added – see help sneak.

Lightfoot has been added as a method of walking quietly through the wilderness areas. See help lightfoot.

 
 

Be Nice

02 Dec

I admit that the start of the post on the 25th of November was a bit of a white lie. Whilst we have had a couple of people be patient and understanding with regards the changes and the memory problems, as a whole, unfortunately that has not been the case and many of the staff have been on the receiving end of a lot of abuse, rudeness, impatience and tantrums.

Come on people. We’re adults. This is a game. If you lose an item does it really matter? Is it critical that you have it back right away? Can you incorporate the loss in an IC manner and just go with the flow?

I recall playing Ryzom, which I PAID a monthly subscription for. And through a database problem I lost a pack animal which I had saved a week or two for. I submitted the issue, and they were aware of it, but their policy was NO refunds. Ever. So I had to suck it up and save again. And no time did I feel the need to be either abusive or rude to the staff. It is just a game after all.

I would rather not implement such hard-lined policy here, but seriously, if things keep going the way they are, I might have to rethink things. The whole issue with memory has come up as a result of 20% of players that own 80% of the objects in memory. And we are doing our damnedest to fix it, and come up with a way that will work and continue to work without us having to fork out too much more in extra memory.

So please, be patient. Report any issues you believe there to be by email or petition. And consider: Do you REALLY need it fixed/replaced? Can you use the loss/alteration ICly? “Damn, thieves pick pocketing me again! We really must do something about…” If it is a critical item, “An uber sword my character had since day one that has been handed down through five generations”, then let us know via petition. If you don’t get a response, email. Be polite. Be nice. And we’ll usually find the time to get to you quicker than someone who is rude and demanding.

 
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Posted in Dark Isles

 

Big, small and bugs.

30 Nov

A few small changes and a few big ones. It is something that I’ve commented about before, that sometimes it is the small aesthetic changes that yield more of a positive response than the big ones, and this time is no exception.

Inventory and container content display has now been upgraded and is more informative. It’s a little tidier and inventory displays currently how much you are carrying and the max. And containers displays how much they weigh and their max.

On the bigger side of things, I decided to take the plunge, so to speak, and change the quality scale from 1 to 100, to 1 to 10. As can be expected with such things, there was some hiccups in the conversion and a few people that logged in whilst the changeover was happening, had their stuff downgraded to awful. This effected ONLY stuff either in inventory or worn. Not room items and if you let us know, we’ll do our best to fix this up – just be understanding if we can’t do it right away.

What does the scale change mean? All good loaves of rye bread will now stack. Before, a good loaf could have a quality number of 26.. or 30.. or even 41. Now they all have the value ’4′, and as a result, can be saved together (assuming no other variances in values). Should tidy things up a bit.. and another step towards reducing memory usage.

Bug check wise.. a few things have been ironed out with the death code. In theory.. if you die, you shouldn’t die over and over like was going on before.. and the room you died in etc should also be set correctly.. this wasn’t, but now is the case. Help death and help haunt have been updated.

PS. Also new craft skill added.

 
 

Room Item Restrictions

28 Nov

In order to try avoid the memory issues that plagued us last week, another bit of code has been added.

Basically, there are now limits on how many items will ‘fit’ in a room. This includes all items in side of containers (and in containers in containers, etc) in the room.

The limits are as follows:

Stalls: 25
Shops: 50
Homes: the drop limit of the owner
Donators drop limit: 50 + donation amount
Non Donators drop limit: 50

Hoping that makes sense. Some examples:

Mark is inside someone elses workshop, the owner of the workshop is a donator and has donated $20 and thus the limit on the room is 70.
Mark is not a donator and in a forest, there is no owner, so the limit is 50.
Jack is a donator and has donated $20 and is in a forest, so the limit is 70.

I admit to being more than a little reluctant to put in limits, but at this point, I don’t have much of a choice. At a later point, we may also introduce lockers – but the code for that is a lot more extensive, and I don’t have the time… just yet.

 
 
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