“One night in SL”

Twitter can cause a lot of things to happen – some of them quite silly. On the 2nd July, Skate Foss, who owns the magnificent Matanzas sim (where she currently has two parcels available to rent, if you’re interested), tweeted the following observation:

This prompted me to reply:

No sooner had I said this than Misosusanowa and Abel Undercity had chipped-in with lines, leaving me with little choice but to join in :).

There followed a short frenzy of tweets from Miso, Skate, Abel and Mistletoe Ethaniel and myself which together lead to the outline of a possible song. All that was needed was to pull it together in a manner that matched the phrasing and style of the original One Night In Bangkok, and fill-in some of the blanks, which I tinkered with yesterday and today.

So here, for your delight (or disapproval!), is One Night in SL. Again, note the aim was to channel the style of the original and inject a measure of SL-focused humour; it should not be taken as a serious commentary in any way shape, or form.

[THE LINDEN]
Second Life, virtual setting
Where the ressies don’t know what the Lindens are planning.
The creme de la creme of the mesh world in a
Sim with everything – but Phil Rosedale.

Time flies — doesn’t seem a minute
Since Linden World had the Primitars in it.
All change — don’t you know that when you
Rez at this level it’s no ordinary textures.

It’s 512 — or 1024 — or maxed-out — or —
or greyed-out!

[USERS]
One night in SL and the world’s your pixels
There’s bars and temples but the land ain’t cheap.
You’ll find a noob in every welcome area.
And if you’re Premium, 512 tier is free.
I can see a furry standing next to me.

[THE LINDEN]
One sim’s very like another
When your hair’s sticking out your butt there, brother.

[USERS]
It’s a drag, it’s a bore, it’s really such a pity
To be looking at the code, not looking at the blingy

[THE LINDEN]
Whaddya mean? When ya crawled through one crowded, laggy sim …

[USERS]
Prims, sculpts, copy and mod
Build your own and then sell it to pay rent.

[THE LINDEN]
Get Banned! We’re talking to a builder
Whose every upload is so superior.
He gets his kicks with LOD and physics, sunshine.

[USERS]
One night in SL makes an EA man Humble
Not much between prim counts and land impact.
One night in SL is all that Hamlet’s spent there
No longer working for the company.
I just wish a Mentor could walk next to me.

[THE LINDEN]
SL’s gonna be the witness
To the ultimate test of creative fitness
This thrills me more than would fixing a
Laggy sim crossing or busted group chat.

And thank God I’m only defining the grid — controlling it —

I don’t see you guys rating
The kind of mesh I’m contemplating
I’d let you watch, I would invite you
But the builds we make would not excite you.

So, you better go back to your tarns, your coffins, your BDSM castles…

[USERS]
One night in SL and the world’s your pixels
There’s bars and temples but the land ain’t cheap.
You’ll find a noob in every welcome area
A little lag, a little bake fail to
Try a little relog and we’ll rez for you.

One night in SL makes an EA man Humble
Not much between prim counts and land impact.
One night in Ahern makes a hard man stumble.
Can’t be too careful with your company
I can feel a griefer walking next to me.

And for those that need reminding of the original:

With thanks to Skate, Mistletoe, Miso and Abel.

Cloud Party: island rentals, search and more

As per their promise at the start of the beta, Cloud Party have started offering island for rent.

Two island types have been initially offered, the wording of the FAQ suggesting more may be in the pipeline. These are termed “Private” and “Deluxe” and have the following specs:

Cloud Party islands

Each island comes with its own URL – allowing you to access it directly from any web-browser (logging-in to CP in the process). Currently,  there is no access control for islands – they are open to anyone using the navigation option or who “bubble hops”, although access controls are a promised future feature. This point aside, island rental does give you:

  • “Full” control within the bubble surrounding the island, so you can alter the colour / direction of the light, change the time of day and the look of the sky in general
  • The ability to remove the default island itself and replace it with something you’ve uploaded, such as a space station or “underwater base” or whatever captures your imagination.
  • Build rights, and the ability (as of July 4th) to define who else has build rights on your island (see below for further details).

Additionally, deluxe islands have the option to rework the external mesh of the bubble itself from the default transparent sphere.

The football and the balloon are not objects stuck in the sky – they are actually deluxe islands with exterior meshes

Give the volumes quoted for the islands would appear to refer to the bubbles surrounding them rather than the actual sizes of the islands themselves, it’s hard to get a grip on the physical surface area available with each type of island. However, I’d estimate a private island has a surface area of around 6,000 sq metres and a deluxe at around 190,000 sq metres.

I base both calculations on the maximum circular area available within each sphere (again, taking the quoted sizes of 100 and 500 metres as diameters, rather than radii) and then allowing for a small “gap” between the islands and the sphere boundary and making an allowance for the irregular shape of both islands. The “gap” allowance seems reasonable  given it is possible to “fall off” the edge of an island rather than hitting the sphere boundary  (you get returned to the middle of the sphere if you do, presumably after “hitting” the boundary of the sphere).

Promotional shot of a private island in Cloud Party, with a standard “system” house

Even at 6,000 sq metres, the private island would seem to provide enough room to establish a comfortable home and should suit most personal requirements. The deluxe island appears to be around the same size as the residential islands that were rolled out at the start of the beta, and which offer individual homes available to those with Facebook accounts. As such, they do provide an appreciable amount of space that could be put to a wide variety of uses.

Tree-top view of a deluxe island – not the comparative land area around the house (same model of house) in this image and the one above

Each island type includes a set of quota for building. This is defined in three ways: objects, dynamic objects and triangles. Mesh elements can comprise up to four material faces, each of which itself actually counts as a single “object”. So while it may appear to be a single object, it comprises a material face count (just like an SL linkset comprises prims and sculpts), and it is the material face count that impacts an island’s object quota, not the mesh object itself (just like the objects in a linkset count towards land impact in SL, not the linkset per se).

Displaying information on objects is potentially confusing at present. Right-clicking on an in-world object and displaying an information pop-up for it, for example, only reveals the triangle count. Going to the Build mode, however, does provide counts for triangles, objects and dynamic objects – but also introduces a further category, that of “large objects”. Quite how this relates to the primary object count is unclear, and as I don’t have build rights myself in CP, it is not something I’ve been able to investigate in any real detail.

Build mode showing objects counts for a private island (with thanks to Botgirl Questi)

It’ll be interesting to see how objects and goods are defined when the Cloud Party marketplace is rolled out. From a purely lay perspective, one would suggest that the baseline measure should be “material faces”, as this seems to be the most accurate means of comparing actual content with the object allowances of each island type. However, it is probably fair to say that triangle counts may also be a contender from a technical perspective.

Search and Build Permissions Updates

In introducing the rental islands, CP have also updated the Navigation option of the Cellphone to include a basic search option, allowing you to search for locations either by name or user name.

On July 4th, Cloud Party added the capability for those renting islands to let friends build on their island. This can be enabled via the island information page (Cellphone->Navigation-> Personal Tab->Current Island->Edit Info button). This now includes a Build Permissions: Edit button. Clicking this displays a list of Facebook friends with Cloud Party accounts, and names can be dragged to the FULL ACCESS box. This allows them to build on your island, and they can move / delete anything you have placed on your island. They cannot, however, edit or duplicate objects. Further information on CP’s permissioning system will apparently be announced “Once the marketplace is closer”.

Command Line Options

Something that hasn’t appeared to have been widely covered in blogging about Cloud Party is the availability of command line options. Whether this is because they are a new feature or not, I’ve no idea, but they provide a range of interesting options. Commands can be entered in chat and are preceded by “/”. Entering a single letter after the slash (e.g. “/a”) displays a list of commands starting with that letter. While visiting Claudia222 Jewell I had a play with a few of the commands, including the avatar rescaling, which allows you to instantly alter your avatar’s size (between 1.5 times and 0.5 time the default size).

Playing with avatar heights: Claudia222 at the default avatar size, I scale to 0.5

So rentals are now available within Cloud Party. How popular they prove to be after the initial “curiosity rush” has passed remains to be seen. As others have stated, the platform has a good way to go before it can be considered a serious contender in the VW ring – and I still remain unconvinced on building a platform purely around a land revenue model. I’ll be continuing to watch developments as best I can as they are announced / rolled-out and allowing for the fact there is still – as yet – nothing within Cloud party sufficient enough for me to sign-up with Facebook in any capacity whatsoever.

With thanks to Botgirl Questi.

100 Word Stories RFL Challenge

Hello. This is Laurence Simon (SL: Crap Mariner) of the 100 word stories podcast. Welcome to 2012.

The 100 word stories weekly challenge is where I post a topic to http://podcasting.isfullofcrap.com and then you write and record a story based on that topic.

The topic of the next Weekly Challenge is “Life”

Want to give it a shot? Send an email to isfullofcrap (at) gmail.com with the subject of WEEKLY CHALLENGE and the following:

  • The text of your 100 word story on the topic
  • Your site’s URL, if you have a site and aren’t ashamed to share it
  • A topic for the next Weekly Challenge
  • And, if you can, a recording of your story (and any shameless plugs) in MP3 format

Oh, and everything’s due by the morning of July 15th (Sunday) when I put the episode together.

If you hate the sound of your voice or can’t record your story for some reason or another, go ahead and send the text of the story in anyway. someone will record it for you.

However, I think you’re going to want to record it, because this week, it’s special: It’s the RELAY FOR LIFE 100 WORD STORIES WEEKLY CHALLENGE CHALLENGE:

You see, the Second Life Relay For Life is taking place the weekend of July 14th, and I like to come up with unusual ways to raise awareness and funds for Relay.

So, here’s this year’s challenge: Send a story for this 100 Word Stories Weekly Challenge, I’ll donate 1 dollar.

Yes, I will give Relay For Life (through the Relay Wizards For Spunky Team) $1USD for each person that sends in a recorded story (or stories) on the topic of “Life” for the July 15th 100 word stories weekly challenge. I will donate up to $100USD.

You must record a story or arrange for someone to record it for you to be a part of this additional fundraising challenge. Stories without recordings do not count towards the fundraising challenge, but will be included in the episode.

If you have any questions about this, email me at isfullofcrap (at) gmail.com, or send an IM to me at “Crap Mariner” in Second Life.

Thank you, and as always, keep it brief. (Oh, and GO RELAY!)

Posted on behalf of Crap Mariner, poster image by Tish Coronet. So, get your story hats on and see what you can come up with in 100 words! Remember to record it and e-mail the text and recording to Crap at the address above

SL9B: Now the party is over – a personal look back

When one attends an event as big as SL9B, it is easy to get carried away with all the excitement and hype. This tends to overshadow thinking when looking back on the event and looking at it perhaps a little more objectively, as one’s perspective can be swayed by the residual excitement and fun. So I decided to leave it a week and let matters percolate quietly before providing a personal round-up on the event.

The back story, as I’ve mentioned before, is well-known: Linden Lab’s decision to withdraw from active involvement, the scramble (and drama) to try to make a centralised event happen:, the generous donation of 10 regions be Dream Seeker Estates, followed by six more from an anonymous donor; the further donation of two regions apiece by Kitty CatS and Fruit Islands and nEoStreams stepping forward to supply all the required media streams. And, of course, then the mad dash to pull everything together in just five weeks!

Building work commences

And, frankly, the results were fabulous. That’s not the hype speaking: it’s a simple fact. Over 450 applications received from people and groups wishing to participate in the celebrations; 397 separate exhibits; the entertainment calendar so over-subscribed a fifth stage had to be hastily commissioned and fitted into the established layout. From the start, it was clear that “the community” – residents across SL and around the world – wanted this to happen; they wanted a focal-point for celebrations, and many of them wanted to be an active part of it.

The theme of “community”  – which I felt at the time it was announced by LL was of a hand-washing affair than an actual attempt to define a “real” theme – actually worked very well. The exhibits showcased the rich diversity of communities and groups within SL, most of them in every imaginative ways. The theme also served to highlight the many ways in which SL serves as a platform to bring people together to in mutual support and understanding, and can unify people in the fight against illnesses. For me, one of the highlights of the week was being able to visit pavilions raising awareness of AIDS, Parkinson’s Disease, ALS, autism, cancer and cystic fibrosis, together with those hosted by a number of support groups and help networks, and being able to learn more about their work in SL.

BEF: raising awareness of cystic fibrosis – one of several exhibits bridging SL and RL

Of course, there were a few hiccups: one display was replaced as it caused some upset among other exhibitors and volunteers prior to the event opening, while another artist opted to withdraw while some exhibitors failed to subsequently develop the parcels they had been allotted. But taken as a whole, the event seemed to bring out the very best in people, with everyone involved determined to ensure things would succeed.

Even when things went wrong on the technical side, the majority of people reacted with grace a humour. When opening the regions for the press preview proved to be a little problematic, people appreciated being kept informed and were content to wait while we resolved matters. Similarly, when teleports to and within the event regions went awry just after opening (requiring LL’s intervention over several hours to fix), most people refused to have their spirits dampened – as evidence by the fact that over 300 people arrived in the regions as things got underway – and numbers remained high across the regions despite the teleport issues.

The organisation of the event was marked by a lot of hard work from the core team – KT, Doc, Saffia, Honour, Diane and Budster (which is not to diminish the efforts of all the volunteers who stepped forward) – together with sparks of genius, such as the aforementioned roll-out of an additional stage for festivities at the 11th hour. Another spark of brilliance was Crap Mariner’s video promotions for the entire event, featuring the Angel of Death.

The Angel’s first outing

Some commentators, standing well off to one side of things failed to grasp the rich inventiveness in using the character, which perhaps speaks more of their own perceptions and bias than anything else. There can certainly be no denying the impact of the character in communicating important information about the event, or in its overall popularity throughout the thirty-one videos Crap produced – as evidenced by the fact that the videos even appeared in blogs not directly reporting on or promoting SL9B.  I’m personally hoping we’ll be seeing him back once more as the doors open on preparations for SL10B.

Farewell to SL9B from the Grim Reaper

That LL were no longer calling the shots meant that the event had some greater freedom than previous years. Time could be side aside for raising money for a charitable cause;  greater control could be exercised in preventing exhibits becoming little more than gaudy advertising, and so on – all of which further added to the attractiveness of the event.

When the event was announced, there were inevitable concerns (and grumbles) that it would overshadow other SL9B celebrations taking part across the grid. Rather than become embroiled in any controversy on this front, the organisers simply responded in the most positive way they could: by inviting other organisers to pass along details of their own events, which were then advertised at the Celebration Hub at the welcome area, allowing people arriving to learn about  and visit other celebrations occurring across SL.

The Welcome Area and SL9B Celebration Hub

Could things have been handled better / differently? No doubt – and this is why the team behind SL9B want to hear back from everyone who attended. Feedback is important if mistakes are to be corrected next year and problems avoided. I’ve already dropped a couple of ideas via the feedback form, such as considering straddling the auditorium area across two sims in future (particularly if planned events are likely to pull-in a large audience). Aside from very crowded party venues, the auditorium area was the only place I experienced severe viewer issues and crashes.

While there is an inevitable desire not to disappoint those applying for exhibitor space, I’d also suggest considering the inclusion of a designated teleport point in each region (or perhaps “shared” between pairs of regions), perhaps with a directory listing of the exhibits to be found there. This would possibly allow easier movement around the regions and help people more easily find the exhibits they might be particularly interested in. Obviously, putting a complete directory of exhibits together is no easy task (and I’ve already volunteered to help with it next year, if one is done), but similar approaches have been used elsewhere (albeit on a smaller scale) to great effect, while still leaving people free to wander on foot.

KT Syakumi’s “History of Invisiprims”, a memorable exhibit

That the event was a success there can be little doubt. Even before the gates had finally closed on SL9B, many of those directly involved were already talking in terms of SL10B – and of the possibility of organising other events between now and then, and anyone travelling the Lotus Express on the last day can attest.

Perhaps that was the greatest magic that came out of this year’s anniversary celebrations: the feeling that something new and special had been created by residents, for residents, together with a very strong desire and commitment to see it continue into the future. That is something which is pretty special at a time when it is so easy to repeatedly turn a cynical eye on SL and  / or hark back to the “good old days”. It shows that people do very much still love and care for all that SL represents and can stand for.

I know I’m now looking forward to 2013 – and that I’m not alone in doing so.

Another of my favourite memories from SL9B: exploring what it means to be a petite

Viewer release summary 2012: week 26

The following is summary of changes to SL viewers / clients (official and TPV) which have taken place in the past week. It is based on my Viewer Round-up Page, which provides a list of  all Second Life viewers and clients that are in popular use (and of which I am aware) and which are recognised as being in adherence with the TPV Policy.

This summary is published every Monday, and by its nature will always be in arrears. Therefore, for the most up-to-date information on viewers and clients, please see my Viewer Round-up Page, which is updated as soon as I’m aware of any changes, and which includes comprehensive links to download pages, blog notes, release notes, etc., for Viewers and clients as well as links to any / all reviews of specific viewers / clients made within this blog.  

A relatively quiet week. I’ve attempted to add summaries of what might be regarded as “core” changes / fixes to Viewers (where possible); these aren’t in any way supposed to be exhaustive – that’s what release notes and change logs are for! Hopefully, they’ll give a flavour for what has changed within a release.

I’m curious to know how many find these summaries and the main Round-up Page useful, and whether the additional information on release changes as seen here would be more appreciated if seen in the main Round-up Page.

Updates for the week ending: 1 July, 2012

  • SL Viewer updates:
    • Release version: 3.3.2.260300, June 25th (release notes)
    • Development: rolled to 3.3.4.260726, June 27th
    • Pathfinding updated to 3.3.3.260597, June 26th
  • Dolphin rolled to 3.3.11.24694 on June 30th – core changes: columns in the Area Search floater now resizeable; fixes for sound issues, STORM-1890, memory leaks,  overlapping Ignore and Block buttons when a script dialogue contains less than 3 buttons  (release notes)
  • Niran’s Viewer rolled to version 1.43 on June 25th – core updates: set time after which topbar will hide; new world display; zoom-in on avatars within draw range; assorted tweaks and fixes to the UI; rendering updates; re-inclusion of webkit (release notes)
  • Cool VL Viewer rolled to 1.26.4.19 on June 23rd – core changes:  Separate settings for “private look at” and “private point at” (Preferences->Cool features->Miscellaneous);  re-enabled the Edit pie menu entry for objects selected on no-build parcels; assorted fixes and internal updates  (change log)
  • Group Tools rolled to installer version 1.1.89 on June 28.

Related Links

SL9B: not gone from this blog, just in a new home!

As a part of keeping this blog (relatively) organised, I’ve now moved the dedicated SL9B articles page to a new home. From today you can now find it in the menu above, under REVIEWS -> SL EVENTS AND SERVICES, which is where it will remain from now on, together with information on all the other SL events I’ve covered in-depth over the last couple of years or so.

The listing page can also still be reached via a direct link: https://modemworld.wordpress.com/reviews/sl-events-and-services/sl9b/