Firestorm 4.3.0: Cry “Havok!” and let slip the goodies of update

Firestorm 4.3.0 has arrived slightly earlier than expected, in the form of an initial beta release made as a result of the implementation of new Group Services code across the main grid.

While this is only a beta, and the associated Firestorm blog post gives fair notice that it may yet be somewhat wobbly while final work on getting it QA’d and ready for a formal release is ongoing, there is more than enough in the release to make it something people are liable to be hungry for. So here’s a preliminary review of the release as it stands today, with the caveat that things may change between now and the full release, which is currently scheduled for December.

Download and Installation

The download .EXE is big – 40MB, which is unsurprising given that Firestorm packs so much into it. I’ve been running pre-releases of this version for a while now, and the size has been consistent between them and while much bigger than other TPVs and the official viewer, it hasn’t grown overly much since the last release.

The installer is actually the place where the updates to the viewer begin for Windows users, as it now incorporates:

  • A pop-up requesting whether or not the user wishes to have a Windows Start menu entry created for Firestorm during installation
  • Addition of the version string and estimated installed size to the installer
  • Addition of new OS detection code to warn if Windows Service Packs are not up-to-date and to prevent Firestorm being installed on Windows XP with
  • Publisher data, Phoenix URLs and Firestorm icon for the Firestorm entry in the Windows uninstall list
  • Automatic deletion of all previously installed skins to reduce issues arising from an unclean install
  • Addition of a DETAILS button in the installer pop-up window to allow the installation to be reviewed.

Lab Updates

Version 4.3.0 of Firestorm sees the viewer merged-up the official Linden 3.4.1 code base and the inclusion of later updates which are just filtering through to the official viewer 3.4.2 code pipe. Together these mean that this release incorporates and number of LL updates, including:

  • Recent updates and improvements to the viewer-side pathfinding code
  • Memory leak and memory crash fixes
  • Translation updates (together with further updates from members of the Firestorm team)
  • Incorporation of the official LL spelling checker (contributed to LL by Kitty Barnett to LL) and the official Auto-replace function (contributed to LL by Kitty Barnett, Jonathan Yapp, Tankmaster Finesmith and LordGregGreg Back)
  • Rendering fixes and optimisations
  • Group Services (group management) update (from the LL 3.4.2 code branch) allowing groups with more than 10K members to be edited and updated
  • Objects by multiple creators show creator details when viewed in inventory (Properties), rather than “unknown”

This release also incorporates the new LL maturity rating function which:

  • Notifies a user when trying to enter a region without having set the required maturity level in the viewer and presents the option to change their maturity setting (subject to age verification)
  • If applicable, sends a message to the person offering a teleport that the recipient is unable to access the region due to their maturity level.

Havok Sub-licence

Firestorm 4.3.0 sees the implementation of the Havok sub-licence agreement between the Firestorm team and Linden Lab. This means that this is the first version of Firestorm to be released without any support for OpenSim access. Both –loginURI capabilities and the Grid Manager functionality have been removed.

However, as Jessica Lyon has previously noted, development of the viewer will be forking, and OpenSim support will continue in the future via a version of Firestorm which excludes the code required to access the LL Havok libraries. How tailored the OpenSim version will be for use on those grids is not clear, and those who use Firestorm to access both SL and OpenSim grids should read Jessica’s comments on support in the future.

The Havok sub-licence agreement does mean that this release of Firestorm can access the new LL-supplied Havok libraries which in the first instance, enable TPV viewers to visualise and model the pathfinding navmesh.

The pathfinding navmesh can now be visualised in Firestorm 4.3.0

Group Services

The Group Services update was the main reason for pushing out a beta release of Firestorm  4.3.0.

This code allows for improved loading of membership lists of very large groups, together with improved reliability in editing such groups (i.e. assigning roles, removing people, etc.), by the group moderators. The server-side element of this code has been available on the RC channels for the last couple of weeks, and was deployed to the main release channel on Tuesday November 13th, making it available right across the main grid.

However, in order to be used, it requires additional viewer-side code. Without this additional code, the viewer will be unable to display membership lists for groups with more than 10K members (although any groups with fewer than 10K of members can still be edited using any viewer). Thus, the decision was taken by the Firestorm team to release 4.3.0 in a beta version so that users responsible for managing groups with very large members lists can continue to edit them.

Group Services update – the difference: On the left, an attempt to load a group with almost 20K of members in the current release of Firestorm 4.2.2. On the right, the same group loaded using the new Firestorm 4.3.0 beta.

In making this release, Firestorm joins Cool VL and Niran’s Viewer in being able to handle large groups alongside the official SL beta viewer. However, the remaining TPVs are likely to have updates to support the capability out in the near future (and the code will soon be available in the SL release viewer as well).

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Rod Humble reveals some of his thinking behind LL’s new products

Kill Screen carries an interesting article on Second Life and Linden Lab’s direction under the leadership of Rod Humble. Provocatively entitled, Can Rod Humble resurrect Second Life? the piece examines Humble’s role as LL’s CEO and in particular his strategy in driving the company towards diversification.

A relaxed Humble with a memory of the past…

The latter has tended to divide people engaged in or observing SL, with some seeing it as a sign that LL have somehow “given up” on Second Life or are using it simply as a financial lever with which to churn out new products, and others taking a more moderate view of things. I’ve argued myself on a couple of occasions that diversification could actually be both beneficial towards SL in the longer term, and really doesn’t measure up in any way to LL having “given up” on SL. However, Humble’s view adds an interesting dimension to the discussion, as it is clear his thoughts possibly reach far beyond matters of “direct” user retention. The article notes in particular that:

One initial challenge, however, is its own core product. Building an object in Second Life isn’t easy. There are tutorials and message boards, but for someone who wants to pop in and simply make something quickly, Second Life is intimidating. In fact, that was part of the barrier to the community’s growth. Despite all its fanfare and media coverage, actually getting started was a hindrance to casual users. “Second Life is a highly complex 3D space. It’s a high learning curve,” Humble notes. “A steep climb but rewarding and deep.”

As we’re aware, bridging that gap is hard. There have been numerous attempts to help new users across it, from in-depth solutions such as the old Orientation, Discovery and Help Islands, through to the infamous “first hour” experience of Mark Kingdon’s day (which grew to encompass the “first five hours” when it wasn’t working out as planned) to the highly minimalistic (and questionable) Destination Islands seen more recently. Efforts have also included privately run welcome areas through to experimental orientation areas to something of a return to the more traditional approach.

Part of the problem here is that everyone tends to have an opinion on how it should be done. Many focus on the technical aspects, some on the social aspects, and well may have common foundations, then often build out in various different directions. This makes drawing a consensus as to what works actually quite difficult – as the Lab has learned.

However, in launching the new apps – particularly Creatorverse and Patterns – Humble sees things differently; that by breaking down the creative process into easily understandable concepts and ideas that allow the user to develop a more intuitive understanding of the creative process – and perhaps then move on to more involved creative environments. As the Kill Screen article also comments:

The Linden apps strategy hopes to bridge the gap between the tactile joys of painting and the more guided pleasures of digital makers. More importantly, Humble’s ultimate goal is digital literacy. As he struggled as an amateur, he found that his appreciation of the masters was heightened. The jazzy rhythms of Kandinsky took on new life as he was able to speak the painter’s language. Humble hopes that games like Creatorverse will foster a greater appreciation of the creative process behind designing digital goods. “The hope is that the more people make things, the more they have a richer language to express criticism.”

Rod Humble: Creatorverse and Patterns – opening doors to greater user creativity

Whether this will lead people from the likes of Creatorverse to Second Life is questionable; but where Patterns is concerned, there is something of a path where this may happen; both it and Second Life are somewhat grounded in similar concepts, something a number of commentators – myself included – have noted. Obviously for it to be effective, there needs to be some pointing of the finger towards the doorway from either Patterns to Second Life, which is currently far from being evidenced; but then Patterns is also a long way from prime-time as well.

Perhaps more telling from an SL standpoint is a direct quote from Humble:

“I like rebelling against the tyranny of structured forms,” Humble says. Sims creator Will Wright’s approach to “software as toys” was an inspiration to Humble while the latter was at EA. The constraints that game designers typically place on their players are anathema to the more open-ended creative process that Humble sees as the future of play. “Instead of being told you need to do these tasks to proceed to the next air lock of fun, why not open those doors and give you the ability to fly around?”

This not only encapsulates the broader aims of the likes of Creatorverse and Patterns in reaching new audiences and (maybe) enticing them towards Second Life, it more particularly seems to point to why Linden Lab has, on the one hand, been pushing out new tools and capabilities on their users while on the other, seeming to step back from “direct” involvement within SL. That is, the company is simply trying to present users new and old with as wide a palette of tools and capabilities as possible (mesh, pathfinding, the still-to-be-completed advanced creation tools, the upcoming materials processing capabilities, etc.) they can use create and explore the 3D spaces offered by SL without feeling constrained by the constant presence of the company looking over their shoulder.

The Garden – a subtle use of Teleport Agent, an element of the advanced creation capabilities in SL, which is used ion the puzzle HUD

Doubtless there will be disagreements with this view and with Humble’s comments in general; however they do make interesting reading. For me, and despite all the problems which are looming on the horizon where SL is concerned, I can’t help but come away from it with a feeling that (again) neither Humble nor LL have given up on their core platform.

With thanks to Daniel Voyager for the Twitter pointer.

Creatorverse now on Kindle Fire and Kindle Fire HD

Update February 19th, 2014: As linden Lab have discontinued Creatorverse, links to the application have been removed from this post.

On Wednesday the 14th November, Linden Lab slipped out the news that Creatorverse, their 2D creation / sharing application recently released for the Apple iPad is now available for the Amazon Kindle Fire and Kindle Fire HD.

The apparently low-key announcement was made via a press release, which appears on the Company’s website, and which reads:

SAN FRANCISCO – November  , 2012 – Linden Lab®, the makers of shared creative spaces including Second Life® and PatternsTM, today announced that CreatorverseTM is now available on Amazon for Kindle Fire and Kindle Fire HD.

Creatorverse is a two-dimensional shared creative space, a digital canvas on which you can build unique creations, set them in motion, and share them with the world to enjoy and remix. You become an inventor as you draw, stretch, shape, and color your creations, and then add joints, forces, motors, teleporters, and inputs that change how your inventions come to life on the screen. You can save your inventions locally or share them to the cloud for other users to enjoy and remix into their own unique creations.

“It’s been gratifying to see the positive response to Creatorverse since we first launched it, like Kotaku calling it one of the coolest things you can do with an iPad,” said Rod Humble, CEO of Linden Lab. “Already, iPad users have made and shared some incredible and fun things with Creatorverse, from games to interactive art, and we’re excited to now bring the app to the Kindle Fire and Kindle Fire HD. Very soon, we’ll also be releasing Creatorverse for the iPhone and Android so that even more people can enjoy this shared creative space.”

Creatorverse for Kindle Fire and Kindle Fire HD is available now for $4.99 on Amazon at  http://www.amazon.com/Linden-Lab-Creatorverse/dp/B00A439RGG/ref=sr_1_1?ie=UTF8&qid=1352913683&sr=8-1&keywords=creatorverse

Creatorverse is also available for iPad and is available from the App Store at https://itunes.apple.com/us/app/creatorverse/id563088306?mt=8 .

Creatorverse – now available for the Kindle tablets from Amazon

Versions of the application for the iPhone and Android platform are reported as “coming soon”.

Unhinged

I have no idea how I missed this. I’d not seen or received any notification in advance, managed to miss any word of it looking around other blogs and had no idea there was even a call for bloggers. I’m not blaming anyone other than myself for not keeping eyes better peeled and ears more firmly to the ground and catching word in advance.

Unhinged – subtitled A Festival for Eku’s Head is a special, month-long series of events aimed at raising money to assist SL resident Eku Zhong, as organiser Nephilaine Protagonist explains in the Unhinged blog:

Her struggles started with MS. Then they found thyroid cancer, and through poor treatment it turned into bone cancer.  Over the last seven years, literally countless surgeries, radiation therapies, bone replacements and marrow transplants later, the stress of repeated surgeries has left her skull fragile and yet more surgery is needed.

The area where her zygotic arch meets the temporal bone is severely compromised.

Literally there is a risk that her zygotic arch could lift off the temporal arch and push the temporal bone into her brain. Actions as simple as chewing hard food or yawning the wrong way could cause this.

There is hope. Another surgery could correct this issue, but it requires the purchase of a prosthesis to replace the damaged bone. This is where myself and a group of people who love her dearly come in, and you as well should you choose to help out.

From November 15th through December 15th, we will be running a festival in SL- a festival to celebrate Eku’s titanium spirit. The event is called Unhinged. It will be a great big gacha fair with a skull theme, lots of DJs and super fun party time, in honor of this spirited and sweet person who is such an inspiration.

75% of the proceeds from gacha plays will go to the Eku’s New Bone fund, to help offset the substantial out-of-pocket cost for this prosthetic. We have a great group of vendors and entertainers lined up, but there is room for lots more, and every contribution helps!

A small part of the vendor area for Unhinged on Port Seraphine, leading around to the stage area

The even is taking place on two regions, with a large, open-area vendor area on Port Seraphine, with content creators who are supporting the event displaying their wares – some of which have been exclusively for Unhinged. The vendor area is simple, low-lag and highly effective for an event of this sort. It leads up to the party / stage area, which is just “over the border” in the region of WaterWorks and is very much in keeping with the overall theme for the event, as it features a large skull in which DJs are artists perform.

Unhinged stage

Unhinged kicked-off on the 15th November, and will run through until the 15th December. Events are planned throughout the month, with music and dancing taking place at the stage area, and people are encouraged to pop along, have fun, perhaps buy an item or two and help show love and support for Eku. Skull-topped donation boxes are readily available, or for those who prefer, there is also an Indiegogo fundraiser page as well.

The opening event may have taken place, but entertainment is always available at the stage area, where Unhinged hosts are waiting to welcome people, and there is plenty of time to browse the stores, grab some exclusives and help in the cause – so why not take a little time out of your day and pop all? It really is worthwhile – in every sense of the word.

Related Links

Firestorm Beta Release: Group Services and Havok sub-licence

As a result of the release of the Group Services project code to all of the main grid this week (see my SL Projects news report), The Firestorm team have released a beta version of their upcoming Firestorm viewer update.

The new Group Services code allows for improved loading of membership lists of very large groups, together with improved reliability in editing such groups (i.e. assigning roles, removing people, etc.), by the group moderators. however, in order to be used, it requires additional viewer-side code. Without this additional code, the viewer will be unable to display membership lists for groups with more than 10K members.

To overcome this, and to allow Firestorm users who manage very large groups, the Firestorm team have released a beta version of the Firestorm viewer which includes the necessary code – as well as a lot of other updates.

Group Services update – the difference: On the left, an attempt to load a group with almost 20K of members in the current release of Firestorm 4.2.2. On the right, the same group loaded using the new Firestorm 4.3.0 beta.

Announcing the release, Jessica Lyon, the project manager for Firestorm notes, that while this is not an official Firestorm release, it will be supported by the team but requests that only those who need to manage and edit groups with more than 10,000 members download and install this release. She comments:

NOTE:
– This is NOT an official release, but we will provide support for it.
– This has NOT been thoroughly tested by our Quality Assurance team.
– We can NOT make any promises regarding how stable or bug-free it is.
– This DOES have some really cool new stuff in it!

USE IT IF:
– You need to manage large groups inworld.
– You’re tired of seeing unknown alert messages in Phoenix.
– You’re feeling brave, you live on the cutting edge and you want to get an early look at what’s coming in December’s Official Release.

This release means that Firestorm joins Niran’s Viewer, Zen, and Cool VL viewer alongside the official beta viewer in enabling large group editing.

Havok Sub-licence

This beta also includes code to access LL’s new Havok libraries. This means that it will be able to view the pathfinding navmesh, but as a result of the sub-licence arrangement, it will not be able to access OpenSim grids.

Downloading and Installing

The beta viewer is available here for Windows, Mac and Linux. As usual, a completely clean install is recommended for the most stable results.

A full review of the new Firestorm release will be appearing on these pages in due course.

A Note on Phoenix

The blog post from Jessica includes a section directed at those still using the Phoenix viewer, in which she states:

Our developers and support staff have been extremely busy trying to balance their real working and personal lives while continuing their volunteer efforts to develop SL’s most popular viewer for you. Unfortunately, most of us cannot easily compile Phoenix anymore because of missing/expired libraries like Fmod, compiler changes we’ve had to make for Firestorm, OS upgrades (Win8), etc. To update Phoenix to current LL code now would be a very, very big task and, because we are already at our limit of what we can do, there are no plans to update Phoenix Viewer to support this new group code or handle the new notification system at this time. We are, after all, only human.

This is unlikely to make popular reading in some quarters. However, as Jessica notes, the team have striven to make Firestorm’s front-end as much like Phoenix / Viewer-1 as humanly possible. While it is not possible to revert menus, etc. fully to the Phoenix format, the skinning and broad approach to getting as much of the look and feel on Phoenix into Firestorm should go a long way towards easing people willing to make the conversion a lot easier.

This does not mean the end of the road for Phoenix, but with user number falling and Firestorm proving to be a much more stable and reliable viewer which is capable of embracing viewer changes being driven out of LL, it is understandable that the Firestorm team is sounding a warning note as to the future and continued enhancement of Phoenix.

InWorldz on the move

This weekend will see InWorldz move to a new hosting service. The move, after months of planning, was announced at the start of the month, and should take place over Friday 15th / Saturday 17th November, 2012.

Announcing the move, Beth Reischl (known as Elenia Llewellyn in-world), one on the InWorldz LLC co-founders, said:

As an international company, who deals with 1/3 of our customers being outside of the US, it has long been apparent to us that it can be very difficult for our global customers to connect and enjoy their time here. While we have striven to help each one that has had issues, we also realized a need to be able to scale our services globally for our residents. While scaling services globally is important, so too is our bottomline costs, and keeping those in line with what we expect our residents to pay for. We have always strove for keeping our costs down, so that we can pass that on to our residents. Combining these two pieces of information, along with the amount of asset storage we hold, we felt it was the right time to look for a company that could provide us with a long term roadmap that would benefit our global customers, keep our costs down, and do this at a time where our migration process wouldn’t be harmful to our residents.

As a result, InWorldz will be relocating to RackSpace, where their servers will initially be located at that company’s facilities in Elk Ridge, Illinois. However, an important factor in the move is that it will enable InWolrdz to expand their servers into target areas such as the UK, Hong Kong and Australia.

This move also brings to an end InWorldz relationship with CariNet, their current hosting provider, with who they announced a joint venture back in July 2011, and reflects the founder’s commitment to growing their business and their community.

The shutdown is scheduled to commence at 03:00 PST / IWT on the 16th November and, assuming all goes according to plan, re-opening at 03:00 PST / IWT on Saturday 17th November.

PhysX Deployment

Alongside the expansion notice, Reischl confirmed that InWorldz will undertake deployment of their nVidia / GeForce PhysX physics engine implementation across their entire grid as a part of the migration. PhysX has been under development for InWorlz for some time, and recent deployment saw it added to water regions in the InWorldz grid to enable some final testing and bug-fixing to take place, and well as allowing users to try the new engine out without impacting the entire grid.

Both of these moves should substantially increase both the appeal of InWorldz and its ability to manage growth in the coming years. Possibly in recognition of this, InWorldz LLC has contracted Pooky Media to develop machinimia films which will form the backbone of the company’s marketing  and promotion activities commencing in 2013.

With thanks to Hypergrid Business.