AndalayBay

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12 Nibbler

About AndalayBay

  • Rank
    Disciple
  • Birthday 12/01/1964

Profile Information

  • Gender
    Female
  • Location
    Ontario, Canada

Contact Methods

  • Website URL
    http://www.theassimilationlab.com/
  1. Good grief. I hope they find the cause soon Mage. Have they dismissed Ménière's Disease?
  2. Love your voice! We have several roles open for the Dark Brotherhood Chronicles for Oblivion. Please send me a PM for details if you're interested.
  3. Jude, would you be interested in doing any voice work for an Oblivion mod? We still need some help with Dark Brotherhood Chronicles: Awakening.
  4. Ed, you've definitely got a good range. Would you be interested in trying out a couple of roles for Dark Brotherhood Chronicles: Awakening?
  5. Time for an update. First, we have gotten permission from Quorn to use his patches and fixes, so they will be integrated into our patch. Currently we're working on compiling a list of all the bugs and patches - basically taking stock of the work that has been done. We have also created a couple of small patches to fix some bugs that are still outstanding. Once we're done compiling the list, we'll begin work on our first release.
  6. Ok. That might be helpful to others who run into the same issue though.
  7. If you have a dynamic IP, then it may have rolled over on its own. You can use WhatismyIP? to see what your IP is. If you find yourself blocked again, then see if your IP has changed. If so, you can send a note to Gstaff. Forums running a licensed version of IP.Board have a service called the Spam Prevention Service. It checks the IP when someone registers against a series of spam databases and bans the IP automatically if it's listed. So you may find you are fine for a while and then suddenly you're blocked. This is the downside with dynamic IP's.
  8. It's the specific proxies that Opera uses. My site partner has had this issue for at least a year, if not longer. Do you have a dynamic IP? I've also had trouble when my dynamic IP changed to something that Beth has blocked. I looked it up and found that it was on a couple of bad lists. While I had that IP, I had to use a proxy to connect as well. So Beth has blocked a variety of IP's and if you find yourself not getting any response from the site, it's possible you've stumbled on a bad one and need to find a way to use a different one.
  9. Are any of you guys using Opera Mini? If so, you won't be able to connect to Bethesda's sites. Opera Mini (I'm not sure about the other Opera browsers) use proxies to connect and Bethesda has blocked the proxies. This is permanent and has been the case for quite a while.
  10. Speaking of nostalgia lane... I opened the folder where I store all of my Morrowind downloads and all the dates were 2007 and 2008. I have a whole bunch of old versions of mods, including the MPP.
  11. There have been many attempts. We do have a very good team, so I'm hopeful that we'll succeed. It's amazing how active Morrowind is after 10+ years.
  12. Unofficial Morrowind Patch The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed - one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged. This will be a bug fix patch. It will not include enhancements, tweaks or subjective changes. Our fixes will be based on evidence we can find in the game files and will also fix game-breaking bugs. All those changes will be documented and the documentation will be easily accessible so that any user can see the rationale for the fix. We're looking at using one of the patch mods as a base and merging the fixes from other patches like the Morrowind Patch Project and ThePal's Unofficial Morrowind Patch. We will set the version of our first release at a higher number than the other major unofficial patches to demonstrate that it is a new update to the old patches. If you'd like to submit a fix without joining the team, you can upload your patch to our File Contributions area. You have to be a member of The Assimilation Lab to do that though. Team: Leonardo Skrawafunda AndalayBay Arthmoor brucoms Dragon32 Jac Amenophis Fritz qqqbbb Midgetalien Greatness7 HedgeHog12 Project Forums: This project is hosted at The Assimilation Lab. We'll post announcements once we're ready for beta testers and bug submissions. Credits Thanks to Leonardo for getting this project organized and getting us all going! More to come!
  13. I recommend checking out Fail2Ban if you can. It will take care of those little script kiddies pronto!
  14. Set the C of G to the centre of the object by changing the z coordinate. You can see the C of G as a small cross in the mesh. Hopefully all you need to change is the z coordinate. Moving it up so that it is closer to the centre of the mesh should fix your problem. Or you can set the MOI of the x and y axes so that they are much higher. This would make the object less likely to rotate around those axes - therefore it won't right itself. The C of G is just called Centre in the collision block (bhkRigidBody or bhkRigidbodyT).
  15. You need to fix the inertia matrix. You have to set the inertia values for each of the major axes. For a mass of 6, try setting m11 to 30, m22 to 35 and m33 to 15. Play with those values until you get the behaviour you want. A higher value is more inertia, so it moves slower. m11 controls the rotation around the x axis, m22 is the y axis and m33 is the z axis.