Getting Kinect-ed

Hamlet over an New World Notes carries an interesting article on using Kinect to connect to Second Life (and potentially other virtual worlds in the future).

The system is far from perfect, as it’s creator admits, but it would seem to offer a new means of interacting with SL for those so-minded. I have to admit to being somewhere between sceptical and amused.

At the moment, one cannot enter any electronics  / computer store in the UK without coming across someone standing in front of a 53-inch TV screen frantically gesticulating, waving, hopping, crouching, jumping and shuffling like they’re either having some form of fit, have inadvertently sat on a termite hill or have the most bizarre case of cramp on record – and sometimes a mix of all three. As such, quite how the rest of an otherwise sane household will react to mother or father doing a Superman/girl impersonation in front of their computer screen (and yes, it would seem that a lot of people engage in SL in the same room where other family members are doing other things) or suddenly hugging empty air and puckering their lips seemingly an nothing, could lead to some “interesting” times / explanations.

More interestingly, Leigh Alexander over at Gamasutra, questions the validity of gesture-based “ease of use” (among other things in a far broader article):

Getting your average person — one not particularly versed in gaming, for example — to understand that a hand wave translates to an in-game behavior might be easier than asking them to learn a controller button combination that has the same effect. But while literal simulation may be more immediately comprehensible, the idea that it’s more efficient in terms of interface is largely fallacious.

On the other hand, for those that like to RP in SL – sword fighting and other combat – and providing the gestures can be learned by the system, this might offer a new layer to SL interaction. Although, as one commentator on Hamlet’s NWNs observes – if the system gets to full body movement replication, things could start getting embarrassing at clubs and dances. “Dad dancing at my wedding” could become as much a SL nightmare for brides as it can be in RL….

Mocking aside, if this actually turns out to be going somewhere – the work continues to enhance the system and people actually take it up and encourage more work to be done – where it might lead may remain limited in outcome, but could also be quite fascinating. I’d be interested to see how this is picked up by other sectors of the technology industry for more bespoke virtual environments.

Properly prim(med)

Tateru Nino speculates on the future of the megaprim on her blog, in an entry that is ironically amusing in its timing.

The megaprim has been around in various forms for years. Early megas (prims bigger than the 10x10x10 SL limit) were highly questionable, having come about through an exploit that meant their dimensions were so tortured as to be highly suspect and / or that actually played games with the physics engine. A 50×50 (x,y) mega, for example, may have looked like it was 50×50 in size, but it actually registered with the sim as either a 50x50x? or 100x100x? mega, depending on how the original had been tortured and where the “centre point” lay (either along one edge of the prim or in one corner). Push such a prim up against a sim boundary, and you risked destabilising the sim as you had a physical object effectively crossing the sim boundary. Such megas also massively increased the number of collisions on a sim as avatars walked on them (or more usually – again due to the nature of the beasts – through them as far as the physics engine was concerned.

LL, as Tateru reports, itself was split into two groups: those that wanted to ban megas period, and those that wanted to let them in to a greater or lesser degree. With the coming of Bay City and Nautilus, the latter group partially got their way: a “legal” exploit was used to create megas that could be tortured without the issues surrounding earlier attempts. Thus was born the plethora of “legal” megas we all know and use today. They are not perfect: you cannot resize them without them “snapping back” to 10×10(x10); but they can be cut, sliced, tapered, etc., like any other prim.

Now, Tateru speculates, the era of these megas might even be coming to an end. AS I’ve noted myself, the “legal” prim size is due to be increased to 64x64x64 with the introduction of Mesh (although I thought it was 60x60x60 when I blogged on the matter). Further, LL are implementing a new toolset that will enable people to return prims that encroach upon their land.

Had I read Tateru’s blog in isolation, I’d have dismissed it; it is hard to image LL wiping all mega prims from the grid, given the chaos it would cause. And yet…

Last night (my time), mega prims – and anything they were linked to – started vanishing from the grid (I was actually one of those affected when the main section of my house vanished out from under myself and a friend). While the situation was apparently stopped by Maggie Linden, it was nevertheless perplexing, and afterwards, theories started appearing on various blogs as to what happened. These seem to have comprised the following:

  • It was because LL had banned the prims belonging to one “Crowley Avro” (or “Auro”), and that these were being systematically wiped from the grid, OR
  • That “Crowley Avro/Auro” had been banned with the result that all megas made by them were being blacklisted, OR
  • That LL were wiping out all 50x50x?? prims our larger, OR
  • That is was restricted to a specific size of prims around the 50x??x?? size.

LL are, unsurprisingly, remaining quiet on the subject. Personally, I have issues with these theories, because:

  1. All of the megas I used in the section of my house that poofed (which I later recovered via a re-rez from my backup rezzer) were created by Research Project not Crowley Whoever
  2. The section of the house that vanished didn’t contain any 50xanything megaprims in it: indeed, the single 50x50x1 prim I’ve used in the build was untouched

Thus, it would seem all these theories floating around as little more than guesswork; as are these two alternatives:

  • Someone at LL simply boobed (although why they should be focusing on megaprims is itself an interesting question) OR
  • Someone boobed inasmuch as they pushed the button to early – that is, there are plans to remove megas at some point down the road – someone at LL just accidentally jumped the gun – and as such, Tateru is correct.

On the one hand, it is hard to conceive of LL “banning” all current megas. Not only would it piss off a lot of people, it would create a heck of a lot of work for them – or rather their moles – given both Bay City and Nautilus use rather a lot of megas. But this doesn’t necessarily rule out such a move – there might even be valid performance reasons for doing so; and even if not, LL seem to have a habit of upsetting users, even when they don’t intend to.

Addendum 3rd Feb

While the exact cause of the issue remain unclear, LL posted the following on the Grid status page, which actually hadn’t shown up on my Dashboard when I posted the above:

We are aware that some megaprims were removed from the grid which have affected builds that contained the megaprims. While mega prims are not supported, we understand their value in builds.  The issue has been resolved and the object can be re-rezzed from your inventories at this time.

It’s interesting to note LL understand their value in builds but also reinforce the fact that mega prims are not supported. So I’d say the jury is out on the subject of eventual removal, but possibly swaying towards not banning them. Even so, I’ll still be reworking my builds when the time comes…

The shapes of things to come

Braydon Randt has started an interesting thread in the SL forum where those working on the beta grid are encouraged to post images of their Mesh creations.

Allowing for the limitations that will (initially?) be inherent in Mesh objects (lack of resizing for one, I understand), there are clearly some potentially exciting times ahead. I cannot get my head around Mesh at all from a technical standpoint: submeshes, vertices, triangles, prim equivalency…it genuinely goes right over my head. But I have to say that even without the ability to resize, things like vehicles and houses could make a tremendous impact on the way SL looks, especially compared with the new graphics tools.

I also confess to being a little sad, as I cannot help but feel I’ll be waving bye-bye to my own modest house building business.

Firestorm: take one

This is a look at the PRE-RELEASE of the Viewer 2-based Phoenix Firestorm Viewer. As such, certain things should be borne in mind both if you are reading this piece and / or using the software:

  • This is not intended as a comprehensive review OR comparison with Viewer 2.x OR an in-depth investigation of bugs, etc. Rather it is an initial look at Firestorm. More details examinations will come as the Viewer stabilises and more features / functions are implemented
  • If you are trying out the pre-release for yourself, please make sure you have joined the Support Group for it, and have watched the introductory video
  • Please don’t expect this review to be a comprehensive list of bugs (see above) or for the software to work *perfectly*.

Download and Installation

I use a PC, and so downloaded the Windows version of the pre-release, which installed smoothly into its own dedicated folders, well away from Phoenix .818 (my primary Viewer). This installer quoted around 116Mb of disk space being required for the Viewer – but as with Phoenix, it ended up grabbing 217Mb of space, far more than the 92Mb required by Viewer 2 or the 198Mb used by Kirstenlee’s S21. Nevertheless, the installation was fast and smooth, and finished with an option to start Firestorm directly.

It *is* pre-release!

As a precaution, I’d cleared cache beforehand, and so hit YES to fire-up Firestorm from the prompt. May not have been necessary, but did so all the same.

On starting, got a new splash screen which again – wisely – hammers home the point that this is a pre-release, and as such will not contain absolutely every function one might expect of a Viewer, nor will it always work as anticipated…

Give the status of the software, writing a blow-by-blow review at this point in time is relatively pointless; anyway, Jessica’s intro video pretty much lays out what the user needs to know in accessing Firestorm. Clearly, given it is based on Viewer 2.x, Firestorm is going to have elements that people aren’t going to like – context menus rather than pie menus; the revised camera and movement controls, etc. Some of these the Phoenix team have tried to address, others they haven’t – and nor should they be expected to. This *is* a new Viewer, based on new software – as such, things are going to change and – frankly – people should show some willing and be prepared to change as well, rather than harping on about X not being Y, and how much they like Y in Viewer 1.2x….

The Good

  • Clean UI
  • Much tidier Sidebar
  • No Sidebar mini-tabs on down the right of the screen (unless you want them)
  • Persistent Sidebar tab behaviour – unlock and move a specific tab (say, Inventory) – it will remember where it was last displayed on your screen and re-open there (rather than back in the Sidebar), just like Viewer 1.2x menus
  • Buttons to Sidebar now contained in the Toolbar, and can be independently turned off / on
  • Chat bar in Toolbar can be resized
  • Ability to remove chat “headings” so that chat resembles 1.2x (date stamp and name, no little icon as per Viewer 2.x)
  • Improved Viewer 2.x Navigation Bar and new options in the LAND heading at the top of the Viewer Window
  • Improved skin options (with more to come)
  • Google translation tool retained (moved to the CHAT tab of Preferences and appears as an icon in IM tabs)
  • RLV/a support
  • Double-click teleports, etc.
  • Nearby chat window now includes a chat entry box AND has vertical IM tabs by default

The (Currently) Missing (that I use)

  • No client-side AO
  • No Radar tool
  • No real privacy options
  • No ability to click on the LAND information at the top of the Viewer window and bring up ABOUT LAND
  • No MU poses or auto-complete
  • No build enhancements in terms of highlighting prims, changing the default appearance of new prims, etc.
  • No client tag colours
  • Display Names are not displayed if chat headers are turned off in Preferences
  • Flexibility of use with MY OUTFITS

The Buggy

  • Had initial issues with the CONTACTS list in the Chat window:
    • Not all friends appeared on first logging
    • Options in FRIENDS list (see when you’re online, locate you on the Map, etc.), did not carry over from settings made in 1.2x. Some Friends lost the ability to locate me on the Map, others that did not have that privilege under 1.2x did in Firestorm, etc. I was also unable to change the options at all
    • Both issues were cleared by a couple of relogs
  • Scrolling up in Group chat caused incoming IMs to appear to “overwrite” text I was scrolling through – this was persistent through several log-ins and tests
  • Some people have reported crashing when editing their shape or outfit – although I haven’t encountered this
  • Not all the skins work – Jessica warns that there might be issues with some of the Starlight skins, and I found that some skins wouldn’t display LAND information at the top of the Viewer windows (e.g. MetaHarper Modern)
  • Disabling the teleport screen doesn’t actually work at present

Continue reading “Firestorm: take one”