SL9B: Let the festivities begin!

We all know the story by now: Linden Lab announce the theme for Second Life’s ninth birthday and at the same time withdraw from participation; given the 11th hour nature of the announcement, it seemed that even with the potential for celebrations spread across the grid, much of the impetus and feeling of celebration would be lost without some focal-point to the festivities.

Taking the “A” Train: Grace McDunnough and I ride into the SL9B regions on Donpatchy Dagostino’s magnificent SL9B Express

Fortunately, some people were unwilling to let matters go so easily. A core group of dedicated individuals stepped into the void left by Linden Lab, and for the last month they’ve been working night and day  to try to ensure that there is a nexus for celebrations of SL’s ninth anniversary and a place for people from across the world to come together to mark the event.

Their determination saw an outpouring of support from across the grid: Dream Seeker Estates donated no fewer than 10 regions to the event, an anonymous donor came forward with an offer of six more, then Fruit Islands and Kitty CatS provided a further 2 sims apiece; Lilith Heart of  Heart Garden Centre fame gave the organisers access to her entire range of trees and flora to help with the landscaping requirements of the regions, and nEoStreams came forward to supply all of the necessary music streams for the event.

And of course, an army of willing volunteers came forward determined to ensure the event is every bit the success people would like to see.

The 20 regions of SL9B (credit: Harlequin Rhodes)

The results of all this are stunning:

  • 20 regions of celebratory exhibits, entertainment space, and special areas such as the hub and time capsule display area
  • FIVE stages for live entertainment (one more has been added to meet the demand!)
  • Some 350 exhibits and stands spanning the breadth and depth of community in Second Life
  • For the first time ever at an SLB – underwater exhibits and entertainment stages both over and under water!
  • A hub where people can learn about – and visit – other SL9B celebrations taking place across the grid, such as the SL9B Story.
An aerial view of the dramatic, all-mesh Lake Stage

Efforts have been made to minimise the rules and regulations around building, and those that have been set do make sense and – I believe – will help make people’s experience when touring the regions perhaps a little more pleasant.

The Main Stage

As someone who has been fortunate enough to be peripherally involved in organising the event from a PR standpoint. During the last couple of weeks I’ve been popping in and out and gathering shots for my Flickr stream (and uploading what I think are perhaps the “better” ones to the official SL9B stream). While wandering, I’ve been fortunate enough to witness the enthusiasm with which people from across Second Life – and around the world – have responded to this, the first Second Life anniversary celebration that is genuinely by the residents, for the residents. I’ve also been privileged to witness the volume of work volunteers have poured into the core SLB in-world groups to communicate with, inform, and help fellow residents be a part of this event and to ensure they are not left without assistance or information.

And now, everything is set. On June 18th at 11:00 SLT, the doors will open and the festivities will begin!

The Community Hub – your point of arrival

The place to commence your explorations of the regions is The Community Hub. From here you can pick-up your SL9B teleport HUD prior to commencing your explorations – which you can do on foot, by flying or by availing yourself of SLB Pod Tour.

The teleport HUD, created by Bo Tiger (Bourne Denimore) provides direct access to the main exhibitor regions as well as to all of the main entertainment stages, the event auditorium area and back to both The Hub and the pod tour.

Using it is simple enough – WEAR it (default position in top left of your screen, although it obviously works fine at any attach point) and adjust it to best suit your needs (if required). The buttons then work in one of two ways:

  • Either it will open the Map in your Viewer, allowing you to see your destination and use the Map’s teleport button to reach it
  • Or it will display a dialogue box offering a number of destination points within the named region. Clicking on one of the dialogue buttons will then open the Map, allowing you to teleport.

There are instructions included with the HUD, including a suggestion that in order to ease the collective lag (there is going to be a lot going on collectively across the regions), people only wear the HUD when actually using it, and otherwise remove it when touring regions / exhibits. You can also minimise the HUD by clicking the “***” button – just be aware that if you have manually moved the HUD to another position on your screen, it will default back to the HUD attach point used to initially display it on your screen.

The Pod Tour cars follow a route through the sims that enable you to sit back and enjoy the ride – you can hop on or off any passing pod that is empty, as well as picking one up from the terminus at The Hub. Every effort has been made to get exhibitors to submit information on their builds for inclusion in the pods, which will be relayed to you in chat as you pass the various parcels.

Also at The Hub are details of other SLB events taking place across the grid during the week. To see these, hop on the carousel; as you are carried around, posters of other events will pop-up in front of you – click on the radial black bars under the poster to receive a landmark to the event in question.

The Hub carousel – details of other SL9B events across the grid

Continue reading “SL9B: Let the festivities begin!”

SL9B: Almost there!

SL9B is almost upon us! Last minute work is underway to complete builds, prepare the new underwater stage and get things set. At midnight SLT on the 16th June the regions will be closed for access and the technical rehearsals. They’ll reopen on the 17th at the start of the Press Preview day – and then on Monday 18th, from 11:00am SLT, it’s full steam ahead with a week of celebrations!

Courtesy of Moo Money, here’s a machinima taster of things to come:

Mesh Deformer: updates and musings

I’ve largely backed away from covering the mesh deformer of late because Nalates Urriah is doing a good job of reporting back on the Mesh Content User Group where it gets discussed, and I don’t really get the time to attend the meetings myself.

On June 11th, Nalates provided a summary of the most recent meeting, which includes some interesting excerpts from the conversation on the deformer. Of particular interest are a couple of comments from Nyx and Oz Linden, notably:

Nyx Linden (replying to a comment from Ellie Spot that the deformer is now in LL’s hands & is a matter of “Fixes to make it work for more extreme shapes“): The issue of extreme shapes is definitely an issue that needs to be discussed.

Oz Linden (later in the conversation): We’ve given Qarl some feedback. In its present form, it’s not quite good enough, but I don’t think we should get into details. There are problems with the avatar, and there are problems with the deformer. It remains to be seen whether or not we can fix the avatar problems (I’m looking into it from a couple of angles). But, we hope that it’s possible to make some progress on the deformer even without those fixes.

As Nalates points out, Nyx’s comment is open to a number of interpretations, some of which could be positive (and given Nyx’s nature) fare more likely) while some might be potentially more negative; as no real expansion on the comment was given, it comes down to a matter of interpretation / speculation on the matter.

However, in this week’s Metareality podcast, Qarl does comment further on the matter, in  a discussion commencing at 34:10 into the podcast:

[36:04] Qarl: Now I have to say that he’s like one of my favourite Lindens, so I doubt he was saying anything bad.

Oz’s comment – and the fact he would not be drawn into saying who at LL is working on the deformer or what the overall priority for the project is within the Lab – drew further comment from Qarl:

[38:22] Qarl: So I’m dealing with “Linden X”, who I also like a great deal and is a very nice guy. And … I think we’ve come to a place where we have agreed – I think, although he didn’t respond to my last e-mail – I think we’re agreed on what needs to be done before we can ship. One of those ideas is to … is similar to the standard sizing business that everyone is talking about, but instead of having a fixed set of sizes – small, medium large – encode the actual avatar parameters into the mesh itself, so you can have any base or any avatar shape as your base, because linden Lab wanted to have a stick figure base, and I’m like, “Well if you encode the parameters, then you guys can do that”.  … So assuming there’s enough room in the mesh asset for that, then I think that’s what we’re going to do. And then the other issue is that the vertex matching needs to be tweaked a little bit  – for our tech listeners – to take into account the normals. So its going to look at both the position and the normals when it chooses the matching spot.

Qarl’s comments prompted special guest Eclectic Wingtips to ask:

[39:48] Eclectic Wintips: So how much work is this going to be for those of us who make mesh? … If there’s multiple sizing, are we still going to need to do multiple sizing in the 3D programme [used to create a mesh item of clothing] to bring it in?

[40:01]Qarl, Oh! no, no, no. You can totally not use that at all. You just leave all the parameters the same, and it just uses the default avatar and blah, blah, blah … BUT, if you want to make an outfit that fits really well on … an anorexic model, so you tweak it for the super skinny or something, then you can set those parameters to be like “fat”, and it matches the bases of extra, extra, extra, small. 

[40:36] Gianna: But you’re setting those parameters within your 3D content?

[40:39] Qarl: within your 3D content … So the issue then becomes the GUI, because you have like a thousand parameters now you have to enter … what I think … what we’re going to default to is, you’ll have like six radio buttons for those sizes … but with very little extra effort, the Third-party Viewers will be able to expose that stuff, so you’ll be able to do anything you want; just so long as it’s in the protocol, you can open that later.

Qarl’s explanation – assuming this is what happens with the deformer – seems to offer the most flexible solution to the question of base shapes and sizing. To hear the discussion in full (and the rest of this week’s topics), be sure to listen-in to the podcast itself.

Related Links

The SL9B Story

With all the focus on the central SL9B activities made possible by Dreamseeker Estates, Fruit Islands, KityCatS and our anonymous region donor, attention does tend to get drawn away from other SL9B events that are taking place next week around the grid to mark Second Life’s ninth anniversary.

So I’m rather pleased to have received a poke about the SL9B Story.

The Great Big Story Book

Second Life is a powerful medium for storytelling, be it machinima, the spoken word, the written word, acting, or a combination thereof. The SL9B Story calls upon SL writers and storytellers to come together in a collaborative effort and contribute to the Great Big Story Book. The Destination Guide entry for the piece describes it thus:

“Once upon a time…” That’s how all the best stories begin, but what happens next is anybody’s guess — that’s where the Second Life community comes in. To celebrate SL’s 9th birthday, writers and storytellers of every kind are invited to contribute to The SL9B Story. See what other residents have created, then continue the story by writing in the Great Big Story Book, carrying on from where the previous author left off.

The entrance to the SL9B Story

The story book itself is located on Penny Lane; it has been created by Serendipity Haven, and sits alongside her in-world gallery. The book uses Media On a Prim (MOAP) to display a related blog, SL9Bhaven. Contributors are invited to add to the story using the comments section of the blog page – which can be opened either in the Viewer’s built-in browser or your web browser, dependent on your preference. Comments will also display both on the blog page and be visible on the book in-world, allowing it to be followed / read from both.

Note that comments are currently closed and will remain so until SL9B kicks-off on the 18th June.

Some submissions have apparently already been made – I assume as a part of testing the site and the book – so it will be interesting to see what appears on the book’s pages once comments are opened, and those which have already been received are displayed.

Given the theme of SL9B is that of community, this is a clever approach to asking the community to work collaboratively together, and I’m looking forward to reading what appears in the book, and of hopefully contributing to it myself. I hope other writers and aspiring writers in SL will take the time to do so as well, and help the story to grow through the week.

Will you add to the tale?

Related Links

Kokua and Firestorm: moves and views

It’s been relative quiet on the Viewer front of late. However, there is now news emerging about two TPVs: Kokua and Firestorm.

Kokua

Nicky Perian has updated the Kokua code on Bit Bucket to release 3.1.1.22989(Beta-1), dated June 11th. Available for Windows and Linux, it is unclear as to how “official” this release is  – there is no blog post associated with the release, nor does it appear on the Kokua wiki download page. Notice of its arrival has, however, been doing the rounds on Twitter.

I’ve not had a close look at it as yet, but it appears the release is more about bug-fixing and general enhancements of the current code (with fixes code that addresses both SL and OpenSim) more than prepping a major release and shouldn’t be treated as such – or even as a recognised experimental until the team release further information. As it stands, the release still references itself in places as the “Second Life Viewer” rather than Kokua, again indicative that this is very much still a work in progress. One thing it does do away with is the console window that would open on starting the Windows version of Kokua (and which you had to keep open while logged-in to SL in order to avoid the Viewer crashing).

I’m not recommending the release be put to general use – that is down to the Kokua team; rather I’m reporting that the version’s availability has been reported on via Twitter. Those wishing to know the exact status of the project should keep an eye on the Kokua blog, where hopefully there will be an update soon.

Firestorm

After an extended period of quiet from the Firestorm end of things, I recently noticed Jessica Lyon logging back in to SL once more after what appeared to be something of a period of absence. She’s provided a blog post at Firestorm entitled “Progress Report” , which indicates that the team had in fact  eased off from development; with some taking an outright break from things, as burn-out was becoming a factor.

The announcement highlights three things:

  • The team has new developers in the form of Holy Gavenkrantz, who has been a regular code contributor to both Firestorm and Phoenix, and Armin Weatherwax who, co-incidentally enough given the information on Kokua above, was formerly a lead developer on that project
  • And update on the status of the Firestorm 4.1.1 release, which is still officially labelled “coming soon” but which will include various requested tools and capabilities including Growl support, an LSL pre-processor, additional Windlight effects an “improved build floater”, and a host of goodies
  • The news that the team is branching development for Firestorm between Second Life and OpenSim.

This last point is interesting, as Firestorm has been gaining popularity among OpenSim users (Kitely even set it as their default Viewer).

The use of Viewers to access both SL and OpenSim has been the subject of much debate in the last couple of months since Linden Lab announced they were sub-licencing elements of the Havok physics engine. This requires that any applicable Viewer using the licenced code to only connect to LL’s own servers. In May, Jessica gave a hint that the Firestorm team were considering their options vis-a-vis SL and OpenSim, commenting on SLU that:

There is the possibility that we could have Havok code disable when the viewer is not logged into the SL grid. I have asked Oz if this would be acceptable and he is looking into it. If it turns out this is NOT acceptable, we will provide two versions of our Firestorm viewer. One for SL and one for everything else.

While she has not followed-up the comment with further information directly, it would appear from the blog post that – for whatever reason – the Firestorm team has opted to take the route of developing two flavours of the Viewer. It will be interesting to see how this actually plays out.

Direct Delivery issues: June update

On June 7th, and missed in the build-up for SL9B, the Commerce Team issued a further update on the stains of ongoing work to fix various issues relating to both Direct Delivery and listings problems. This appears to be the latest in what seems to be monthly updates. The latest post reads:

06-07-2012 02:53 PM

Below is the updated set of outstanding issues with Direct Delivery and the Marketplace.

Direct Delivery

The following Direct Delivery issues have been verified, but have not yet been addressed:

  • WEB-4600 (Merchant Outbox failures): We have been working on this issue and will not shut down Magic Boxes until this is addressed. In some cases, logging out and in from the Marketplace and then the viewer may resolve this problem.
  • WEB-4554 (Test delivery permissions incorrect): This is currently under investigation.
  • Limited Quantity Support (Merchant does not have rights to copy the items for sale): This is currently being worked on. Magic Box migration will not be required until this is supported. (Note that Merchants can sell items that have next owner rights set to “No Copy”. Please see the Knowledge Base article on Object permissions for more details on how permissions work.)

Overall Marketplace

There are also several issues that occurred around the time of the Direct Delivery launch that we are still working to address, but are not issues with Direct Delivery.

  • WEB-4587 (Listings with the wrong images): This is currently under test.   
  • WEB-4441 (Orders stuck in “Being Delivered” state): We have been able decrease the number of orders getting stuck and continue to work on preventing all orders from getting stuck.
  • WEB-4567 (Bulk delete fails for some merchants): We will evaluate the priority of this once we have completed the above Direct Delivery fixes and features.
  • WEB-4592 (Orders marked as “Delivery Partially Failed” on success): This is currently under investigation.
  • WEB-4696 (Deleted listings appearing in search results): We continue to investigate this issue.
  • WEB-2974 (Listing enhancement stuck in “Charging, cannot edit right now” state): We are investigating this issue.
  • WEB-4138 (Confirmation emails failing to deliver): We are currently investigating this issue.

In addition to the above issues, there have been reports of Direct Delivery purchases silently being delivered and the Merchant not getting paid (the order is marked as “Failed”). We have not been able to confirm this report and would like to investigate further, so please file a support ticket with details if you see this.

While progress is welcome, for some merchants the wait is beginning to to tell – and quite understandably so.