Remember, remember – the Guy Fawkes Exhibition in Second Life

The Guy Fawkes Exhibition, October 2026

Many are likely familiar with the historic Gunpowder Plot of 1605, the unsuccessful attempted regicide against King James VI of Scotland and I of England by a group of English Catholics. Their plan was to blow up the House of Lords during the State Opening of Parliament on November 5th, killing not only the king, but many of his family and household, and many of the Protestant leaders of England.

The plot – and the broader attempt to turn the nation back to Catholicism – failed, and those behind it were mostly executed or killed. However, one year after the attempt, November 5th became a “day of thanksgiving” for the survival of the king.

The Guy Fawkes Exhibition, October 2026

And so a tradition was born, in time the day becoming known as Guy Fawkes Day, and moved away from the original theme of thanksgiving to commemorating the failure of what was essentially an attempted revolution through bonfires, fireworks and (generally) “the burning of the Guy”, and which today is something of a cultural event in which its underpinning reason might not even be considered in favour of fireworks and fun.

But who exactly, was Guy Fawkes? There has been a lot of myth built up around him – he wasn’t, for example the leader of the plotters as some tend to believe. The Guy Fawkes Exhibition sets out to provide the facts behind Fawkes, the plot, his role within it, and the life and strange historical echoes surrounding the actual leader of the plot.

The Guy Fawkes Exhibition, October 2026

Small in size but rich information, The Guy Fawkes Exhibition is by Kat Kassner. Set within a space dressed to represent London of the 1600s, it in an immersive and interactive installation presented within a large Tudor-style building, using both the spoken word and written information boards (particularly valuable for the hard of hearing. When visiting, do make sure your viewer is set to use the Shared Environment and you have local sounds enabled.

On arrival, visitors are invited to touch a figure of Guy to hear a summary of his birth and dead details, prior to entering the Tudor house. Here, on the ground floor is an audio walk-through of Guy Fawkes life as it relates to the Gunpowder Plot – or Jesuit Treason as it was also historically called –on the ground floor, with the information also presented in written form on the floor above.

The Guy Fawkes Exhibition, October 2026

The mid level of the house also provides information on the strategic ring leader of the plot, Sir Robert Catesby, and it is here visitors can learn a rather strange modern-day link directly back to the plotters and the crown – both through the same person.

Above this lies a third floor where people are encouraged to take photos and submit them for display in the gallery (photo ops can be had anywhere in the installation). Across the street from the house is also a little fun souvenir shop where you can buy your own Guy or Sir Robert, among other things. Oh, and do be prepared for some of the local effects. The story of Guy Fawkes, in some ways wouldn’t be complete without some sort of kaboom 🙂  .

The Guy Fawkes Exhibition, October 2026

Despite its small size, The Guy Fawkes installation is nicely put together and extremely information without being heavy, making it an enjoyable visit. So all I’ll add in closing is the famous lines:

Remember, remember, the 5th of November
The Gunpowder Treason and plot;
I know of no reason why Gunpowder Treason
Should ever be forgot.

Slurl Details

2026 week #41: SUG Leviathan Hour

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, October 6, 2026 Leviathan Office Hour, the “off-week” sessions of the Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it, and to Erik Mondrian for the chat transcript after my ISP suffered issues and disconnected me from the world.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • The Nectarine update is across all RC channel regions.
    • This will be updated on October 7 with “final” fix for the issue affecting some UDP format ObjectUpdate messages.
    • This bug can occasionally impact the 26.4 viewer (currently available as a Release Candidate viewer), he expects this to be included in the in-development 26.5 viewer – and a Pull Request (PR) will be made available for TPVs wishing to pull the fix into their code.
  • The SLS Main channel (the majority of simulators on the grid) was restarted on Tuesday, October 6, without any update to the simulator version. This shows up in the viewer logs and effectively is a form of packet-loss if the viewer tosses the data, or ignores the final block of data there.

Region Crossings and Game_Control

Region Crossings – Pepper Linden

  • As per the previous full SUG meeting, the plan remains to get Pepper’s updated region crossing code to a collection of simulators running on a small RC channel of simhosts put together for testing.
  • This channel will likely be given the code name “Breeze”, but is currently being referenced as a Snack channel (“Snack” being the catch-all name for small testing channels of simulators).
  • Breeze will likely include some / all of the Blake Sea regions to allow for testing.
  • The updates have been rebased on the Nectarine update to be deployed on October 7, but at the time of this meeting it was not clear if the deployment would occur with the general RC roll or at a later date.

Game_Control – Leviathan Linden

  • Game_control has been re-based on the in-development 26.5 viewer code base. a new pre-release viewer version, but further work on the viewer code is required.
  • This means game_control could be included in the 26.5 viewer when it services – however, the code has not yet been merged into the development branch of 26.5.
  • Note: while there are pre=Alpha versions of the game_control viewer available, if used on the Main grid (Agni) they can lead to immediate issues of crashes and temporary SL connection blocking due to unsupported UDP messages if the viewer connects to a “non game_control” region – which is the majority at this time). Therefore, I’m not including links to said viewers in this summary, although they are mentioned in the meeting.
  • In the meantime, Leviathan is working to track down a persistent bad avatar texture bake problem on two accounts which the usual tools are fixing to fix, and so need a deeper investigation on the Bake Service code.

General Discussion

  • SuzannaLinn announced she and SungAli will be running a series of classes on Media On  a Prim (MOAP) for those who would like to learn this sometimes arcane capability. Details are here.
  • There were user-centric discussions on UDP messaging (and hand-offs between regions), script-hand-offs between regions, etc., and better management of Auto-Return.
    • The latter is something LL has earmarked for possible future improvement, but no details offered at the meeting.
    • I’m not qualified to comment on any of these subjects, so please refer to the video.
  • “Non-Cartesian” region crossings (e.g. entering, say, a tunnel in region Y and emerging half way across the grid / in another continent or distant region without the appearance of teleporting. This has been discussed a lot at LL over the years, but only as a novelty idea, not as a potential project.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, October 13, 2026.
  • Leviathan Linden: Tuesday, October 20, 2026.

The skyborne beauty of Luane’s Magical World in Second Life

Luane’s Magical World, October 2026 – click any image for full size

It was back to Luane’s World for me recently, where the ground level of Le Monde Perdu has again been dressed for the season by region holder LuaneMeo together with Gorba McMahon, carrying within it and beautiful embrace of autumn. However, that is not where my travels took me.

Instead, I headed for the second setting within Luane’s half-region home, Luane’s Magical World, a place designed solely by Luane, and which I’ve not written about since around the middle of 2023, and so is well overdue for a wander and some thoughts.

Luane’s Magical World, October 2026

One of the reasons for such a gap in writing about Magical World is that for an long time it retained the winter-come-fairy story dressing presented at the time of that 2023. As such, whilst I have made return visits since 2023, they have been for my enjoyment rather than for writing. However, at the time of my most recent visit, the setting was celebrating the warmth and brightness of summer and was just to captivating not to be written about.

The Landing Point for this realm also provides access to three small stores – Luane’s own pose store, which shares space with Meli-Melo couples poses, with Ruby Fox’s Rubedo located in its own building. Between the two is the portal-like gateway to the gardens.

Luane’s Magical World, October 2026

This is a place made for romance and unwinding to escape the pressures of the world. Beyond the veil of the portal gate, a hall brightly lit by cascading rays of sunlight, roofed by the illuminated blossoms of trees awaits your passage.

Statues of garden fairies stand in greeting whilst the paved floor with its carpet of manuscript pages and fallen leaves leads you forward as it imparts the subtle message that you are entering a world of story-like romance and beauty. However, do take time to look around, as there are little touches of detail here.

Luane’s Magical World, October 2026

Beyond this entranceway lies a flowing mix of grassland and bright flowers, gently marshalled into open spaces and shaded glades by the tall boughs of trees and clusters of shrubs, all of them lit by thousands of small points of light even as shafts of sunlight pierce the denser gatherings of high boughs.

Throughout all of this, paper lanterns drift on the breeze, some keeping almost within reach while other soar much higher, as if trying to reach the clouds high overhead.

Luane’s Magical World, October 2026

Where you go once you have passed through the entranceway is entirely up to you; paths here are few, and the nature of the setting will simply carry you along.

This is a place of ruins untouched by age, of places to sit, places to dance, places where fine dining awaits on a broad terrace guarded by stone unicorns or under the arches and trellises of a waterborne garden folly. Or, if preferred tea can be taken in a way a Mad Hatter and his guests might approve.

Luane’s Magical World, October 2026

The magical aspect of this setting lays not just in its appearance or which might be found, but also in the way it seems to unfold like a tale from a book; just as you reach the end of a path there is – like a fresh chapter over the page – a new one is waiting to carry you on.

And so it is that follies wait, statutes watch, unicorns and dear observe, whilst couple seeking romantic can find little tryst-like places where they too can sit and observe or whisper to one another. Swans glide effortlessly across waters while benches on the water’s edge allow visitors to show their appreciation at such grace.

Luane’s Magical World, October 2026

As well as a hint of a certain tea party already mentioned, a white carriage sits with unicorns, its presence hinting at tales of balls and glass slippers…

For those so minded, swings both high and low can be swung and music enjoyed in the shaded coolness of a gazebo whilst the mirror of a garden boudoir might prompt some to ask who is the fairest of them all?

Luane’s Magical World, October 2026

Not, I hasten to add, the Luane’s Magical World has been set out to intentionally evoke feelings of being in any particularly fairy tale or children’s story. Rather, it is simply as place rich in touch and romantic suggestion so as to set the imagination bubbling.

What it most certainly is, is a place where time spent is rewarded in many ways, not least by the discovery of touches and corners swifter feet and more hurried eyes might easily miss; where a grove of tree might not always be a simple grove of trees.

Luane’s Magical World, October 2026

But above all, Lunae’s Magical World is a place to be appreciated and enjoyed. So often missed by travellers to the region below, it sits as a place with time unto itself, happy to greet and soothe those who visit.

Should you visit yourself, do be sure of have local sounds enabled. For best viewing, do also use the elevation’s Shared Environment.

Luane’s Magical World, October 2026

 

Luane’s Magical World, October 2026

Slurl Details

Getting Wired in Second Life

Eta and Jos – Wired, October 2026

Sometimes art doesn’t have to mean anything; sometimes it doesn’t have to form anything; sometimes art can simply be – and sometimes it can simply be fun.

These points all apply to Wired, an installation by SL couple eta (etamae) and Jos (mojosb5c), which is currently being hosted above Dragonfly Lake – spiritual English countryside.

Eta and Jos – Wired, October 2026
Wired evolved from the imagination of Jos who built the structure that resulted in a play of form and geometry, then offered it to eta to texture and fill.  Always up for a challenge, eta set to texturing, trying to keep the clean lines and open feel to the build, maybe to keep its integrity?
All of the works made into materials are from real life photography taken by eta, all sculpts are made in Blender or other free sculpting programs.

– From the description of Wired

Eta and Jos – Wired, October 2026

As Eta and Jos note, the installation – a marvellous work in open geometry – has no hidden meaning or purpose; it exists simply for people to enjoy.

To do so, and after arriving, do locate the information board and touch it for the installation’s experience. Accepting the latter will allow you to select several different local environments in which to view Wired. Note that these can be changed at any time by again touching the information board and selecting a further environment from the dialogue box list.

Eta and Jos – Wired, October 2026

Also, to see the installation to its best advantage, you should either use a PBR-enabled viewer or, if not, make sure Advanced Lighting Module (ALM) is enabled through Preferences Graphics.

Once you are set, then turn your pedal extremities and start walking. However, before head for the teleport door, try heading for tubby chaps standing around and bumping them. All the installation needs is a nice meshy bowling ball to have even more fun with them.

Eta and Jos – Wired, October 2026

The teleport door will take visitors up a level for more wandering, more sculptures and quite gorgeous 2D art (available for purchase), together with some pedestal-mounted 3D pieces.

And if you can manage it, do cam out – you’ll get to see why the installation is called Wired­ – although it could have perhaps also have been called netted!

A fun and light – and also beautifully intricate – installation.

Slurl Details

  • Wired (Dragonfly Lake, rated Moderate)

The realism of Cube Republic’s Coastal System in Second Life

Cube Republic Coastal System

Landscaping in Second Life is fun; I enjoy building home environments and landscape parcels and properties for friends and anyone interested.

However, when it comes to coastal areas, things can be a little tricky. Whilst there are a number of coastal and beach building kits available in Second Life, they don’t always fit the bill as fully as we might like; the sand colour might not always be suitable or retexturing prove a little tricky or the ebb and flow of the tide doesn’t look quite right. All of this now changes courtesy of the Cube Republic Coastal System.

Cube Republic Coastal System

Now, in the interests of transparency, I will note that Cube is a long-standing friend in Second Life, a person I admire for his outlook on life as well as for his creativity. As such, my opinion might be considered biased; however, Cube has always, with the likes of Alex Bader (Studio Skye) and Sasaya Kayo (HPMD) been one of my go-to landscaping creators for pretty much all of my projects.

This is because, simply put, Cube is a passionate creator; his plants and trees are modelled with care and attention to detail such that they reflect their physical world opposites pretty much perfectly. Similarly, his terrain kits – rocks, caves, landforms and so on – offer a huge amount of realism.

Cube’s boardwalk with customisable graffiti, Cube Republic Tropical Demonstration Island

With the Coastal System, Cube brings a new level of realism to coastal waters. Comprising 34 beach sections, 6 rocks and making use of PBR, this kit brings together everything any landscaper needs for creating superb coastal areas and beaches with the most realistic ebb and flow of tide every seen in SL.

The 34 beach elements have a choice of 8 looks for the sand, allowing them to be used in pretty much any environment from tropical to volcanic, with the rock elements having a five finishes. This is enough to make the system highly flexible in and of itself – but it is not the most outstanding aspect of the kit.

Cube Republic Tropical Demonstration Island

That lies with the ebb and flow of the tide as it runs up and down the beach – it is the most realistic effect I’ve witnessed in SL, and worlds away from other systems. The way in which the incoming wave crests foam, the surface of the water rolling up the sand even as underneath, it is being sucked back out to leave steamers of latte-like foam behind is incredibly life-like.

Achieving this level of dynamic movement has not been easy; Cube has been working to perfect it for well over six months, modelling tidal motion first using fluid simulation – requiring some 30 hours of baking to achieve for a region – prior to moving on to actual rendering and video editing to produce the finished result as seen in the kit. The result is remarkable and well beyond anything which can be demonstrated in still photos; hence why I’ve included a short video, captured at Cube’s Tropical Island demonstration region, where the kit has been used – and which should be visited by any landscaper wishing to see the tide effect first-hand.

Cube Republic Coastal System

This is not the only innovation Cube has included in his kit. Also included is a bioluminescence feature. Managed via the system’s HUD, this allows the ghostly glow created by micro-organisms which can be visible along stretches of beach unpolluted by nearby lights to be present along beaches built with this kit. The effect can be toggled on or off – or set to follow the day/night cycle of a parcel or region.

And if all this weren’t enough, the kit’s rocks include tidal sounds and spray effects which can be enabled and adjusted by direct touch, whilst PBR allows some superb effect with sea water washing over shoreline rocks. To further help extend / integrate elements into a coastal scene, Cube has included a total of 16 PBR materials – 8 terrain and 8 feathered sand and a comprehensive user guide to help even the most inexperienced user make sense of things (although some familiarity with SL’s in-world building / editing tools is required to put things together).

The Coastal Kit is currently exclusively available at Famished for L$1249, after which it will be generally available through Cube’s in-world and Marketplace stores.

Related Links and SLurls

2026 week #40: SL Open Source UG Summary

Hippotropolis Theatre: home of the OSD/TPVD meeting
The following notes were taken from:

  • My chat log of the Open-Source User Group (OSUG) meeting held on Friday, October 2, 2026.
  • The video of the meeting, recorded by Pantera and embedded at the end of this article. My thanks to her for providing it.
Table of Contents

Meeting Purpose

  • The Open Source User Group (OSUG) meeting is an open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programmes.
  • This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer  26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
  • Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernization viewer 26.3.0.35248298254, September 22 – NEW.
    • Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.

Viewer Notes

  • The 26.4 Lua Editor / Linux viewer remains at RC / beta status, but the hope is to promote that to de facto release status in the coming week.
  • Work is going into the 26.5 viewer – currently, it looks like this will include the Chat Modernisation work currently at Project / alpha stage (per the list above), together with maintenance fixes and other items.
  • Leviathan Linden’s game_control work is currently held pending further server-side work, however the overall plan for this in terms of the viewer are:
    • Get a Project / alpha viewer out as soon as possible
    • Possibly go on to roll game_control in viewer 26.5. 

General Discussion

  • Chat Modernisation work:
    • There was a reiteration that this work is currently concerned with persistence of IM histories when moving between devices / viewer instances, rather than dealing with matters such as encryption (although it was noted that the chat history itself is encrypted end-to-end).
    • It was also noted that other improvements will be made as is feasible, according to roadmaps / resource availability.
  • Official RLV support:
    • This was a project started some time ago – with the assistance of RLVa developer Kitty Barnett – to add RLV support to the official viewer.
    • This project has been stalled for some time, however, Geenz noted there is no technical blocker for the project, and internal discussions are still going on at the Lab as to how best to progress the project.
    • There is also a Github thread for RLV/a discussions.
  • There was a general discussion of texture handling – decoding, options, VRAM management, consideration for better Mobile use, etc. See the video, 25:19-35:51 (note this runs concurrent with comments on the deletion of orphaned assets from the asset service and the opening of comments on RLV/a support as noted above).
  • Please refer to the video below of the rest of the meeting comments..

Next Meeting