Linden Lab launches Versu

LL logoOn Thursday 14th February, when most of us had our attention on One Billion Rising in Second Life, Linden Lab launched Versu on the iPad.

The much-anticipated storytelling app is being made free-of-charge and is bundled with a tutorial, a “scene” and a “full length” story, with other titles to be offered at $4.99 each and offered “periodically”.

The press release announcing the lauch reads in part:

A product of Linden Lab’s acquisition of LittleTextPeople earlier this year, Versu provides unique narrative experiences in which the reader is an integral part of character-driven interactive stories. In Versu, you take on a character with distinct preferences, concerns, and desires, as you explore and change a story through your decisions and interactions with other characters. The characters you encounter are endowed with sophisticated artificial intelligence and have their own unique personalities, motivations, and emotional reactions as you interact with them. The decisions you make and how you treat other characters define your character in the story and influence the narrative, giving each title the potential for many unique experiences to explore. In the future, the tool set used to build these immersive stories will be made available to users, enabling readers to insert their own characters and scenes into the narratives they explore.

The Versu website provides more information on the titles released with the app:

An Introduction to Society: a piece approximately 5 minutes in length and designed as a tutorial / introduction to Versu with a lighthearted theme, covering the basics of interacting with the app – understanding objectives and achievements, playing settings and directing a chosen character. The story involves Lucy, a schoolgirl receiving instruction from her grandmother about how to behave herself in polite society. There are several possible outcomes to the story, as well as a little background on characters who may appear again in future titles.

The Unwelcome Proposal: in this scene, adapted from Pride and Prejudice and which runs some 5 – 10 minutes as a further introducion to Versu, Elizabeth’s cousin Mr Collins is full of reasons why they should be married. She disagrees, but can she convince him her refusal is sincere? Users can play as either Elizabeth or Mr Collins, exploring routes through Austen’s story and drawing heavily on her original text.

The first Versu title, offered at $4.99
The first Versu title, offered at $4.99

The House on the Cliff: a full-length original story running to some 30-45 minutes by Emily Short. An accident to a carriage and mail-coach strand a group of strangers in a desolate stretch of coastland. The only source of shelter is an ancient, rambling estate, where neither servants nor master appear to be at home. Users can pick character from a wide selection and play through the story, forming alliances or finding enemies among the other travelers. Tasks within the story include working to recover from the crash, uncovering the secrets of the estate, and the option to pursue aims unique to the chosen character.

A Family Supper: offered at $4.99, this is a full length story of around 30-45 minutes. The Quinn family is hosting a small house party, but an unconventional guest threatens their peace with sonnets, vegetarianism, and a gift for finding everyone’s sore points. When secrets start coming to light and a corpse appears, it’s up to you to bring about justice – if justice is what you want. Players can choose between one of two characters, Lucy, who is staying with her hosts, or another character who is present only for supper — at the Quinns’ estate. As the evening progresses and things begin to go wrong, help to discover what has really happened, and decide how it should best be resolved — if you don’t provoke your hosts to throw you out of the house first, that is!

Of these stories A Family Supper is perhaps somewhat familiar, given the story outline was referred to briefly when the Versu wesbite was open to public viewing at the start of 2013, so presumably, the other character which can be adopted by users is that of “Miss. Bates”. Similarly, The House on the Cliff would appear to be the ghost story hinted at as well. Where there is a very clear difference between the accidental exposure if the website and the launch of the product, is that the “leak” of the website indicated that Versu would be browser-based, rather than a dedicated app.

While Versu is initially only available for the iPad, a version for Android is promised soon. Going on the launch of Creatorverse, any wait for this to happen shouldn’t be that long – although it is uncertain whether the Android product will be aimed solely at tablets or accessible on devices with smaller screens.

A video released with the launch, explains more about the app and the stories, with insights from creators Emily Short and Richard Evans, as well as an unusually gravel voiced Rod Humble.

An interesting aspect with Versu – and in keeping with the idea of “shared creative spaces” – is that while the initial offerings are authored by the team from LittleTextPeople, users will in the future have the option of writing and published their own Versu stories, as noted on the Versu website:

As a content creator, you’ll be able to create your own characters, improvise new dialogue and gestures for them, and even build entirely new stories and games for others to enjoy.

How this will work, and what options may be included in order for budding authors to monetise their stories is unclear – so eyes need to be kept on the Linden Research and Versu websites to catch upcoming announcements as / when the self-authoring capabilities are launched. However, this does go some way to explaining the references to “user-generated” content found in the Versu Terms of Service during the time when the website was accidentally revealed to the public in January.

Of all the new products the Lab initially announced, Versu is the one that has grabbed my attention the most, although I admit I was surprised by dio, launched at the end of January. The press release, Versu website and launch video have again piqued my interest even if, as a non-Apple user, I’ll have to be patient before I can get my little paws on a version (assuming that the Android version will be playable on small-screen devices as well). Certainly, of all the products launched to date, Versu would seem to have the most solid means of building a reliable (if possibly not overly large) revenue stream from the off, through the periodical release of engaging titles, should the app build up a reasonable following.

Related Links

SL project news: week 7 (2): Server-side Baking load test

Server Deployments

the server deployments planned for week 7 all went ahead as scheduled.These comprised:

  • Main channel: (Second Life Server / SLS): received the maint-server package focused on crashes fixes which was  deployed in week 6 to LeTigre – release notes
  • Bluesteel: retained the materials processing project code and received the same fixes and updates being deployed to the SLS channel (above) – release notes
  • Magnum: retained the interest list project code and received the same fixes and updates being deployed to the SLS channel (above) – release notes
  • LeTigre received a new maintenance server update to fix miscellaneous crash modes – release notes. This deployment also included the following:
    • An improvement to the rolling restart notifications so that they appear in an alert format (as with manual region restarts) rather than an easily missed notification. This change will only be apparent in restarts following the code deployment restart (as per JIRA SVC-7759)
    • A fix to an encroachment / return problem:  if you’re banned from the neighbour’s parcel, you couldn’t select  / return items that encroached on your parcel (see JIRA SVC-496)
    • Instant messages are now truncated to 1024 bytes to prevent certain types of delivery failure. Currently, the IM database supports larger messages than the delivery system can handle. This change will enforce a limit of 1024 bytes when processing messages coming into the database as well as those being sent out.

Feedback on all the deployments has so far been muted, with only a couple of issues having been reported via the forum thread,

There is no news on deployments for week 8 (commencing Monday, 18th February), as the meeting to determine upcoming deployments does not take place at the Lab until Friday of the current week.

Server-side Baking (SSB) Load Test

Serer-side baking - load test February
Serer-side baking – load test February 21st

On Thursday February 21st there will be a special load test for Server-side baking, and LL are looking for volunteers to help.

This will take place on the SSB test regions on the beta grid (Aditi), immediately following the Server Beta User Group meeting which take place at 15:00 SLT on Thursdays in  Morris, also on Aditi.

The aim is to place the SSB code under a stress test which is representative of how SSB will be used once it is deployed to the main grid – with people routinely changing outfits, updating their appearance (as SSB handles appearance updates differently to the current service), enter / leave regions running the SSB code (given that the grid will, for a time, be running both the current avatar baking service and SSB as the latter is initially deployed), and so on.

“We have a few other internal stress tests, but wanted to do one with real-world conditions on real connections,” Nyx linden explained when announcing the test opportunity. “The test will run through switching from the old system to the new system, which is a transition where issues may pop up. if enough people are changing outfits simultaneously it should get us some valid data.”

Test Requirements

While final details of the test have yet to be confirmed, key requirements for those wishing to participate in the test are as follows:

  • Participants must be able to log-in to Aditi and attend the Sunshine test regions from 16:00 SLT onwards (participants can attend the Server Beta UG meeting ahead of the test if they wish)
  • Participants must be running the latest version Server-side Baking project viewer (version 3.4.5.270409 or later) – this viewer has been specifically configured to report statistics required by LL for the test
  • Participants should have a number of outfits of system clothing, preferably with multiple layers, which they can swap between during the course of the test. Library outfits are acceptable, but LL are keen for people to use their own outfits to add greater weight to the tests
  • Clearing the viewer cache prior to the test is suggested, but not an absolute requirement.

“if you have specific failures we’ll ask for your viewer logs, otherwise just running through the test will help us gather data,” Nyx added when explaining what is required by way of feedback from those opting to take part.

Aditi Log-in

As has been reported in this blog on a number of occasions, the Aditi grid is itself subject to a number of issues, both in terms of access and inventory support.

If you have not logged-in to the beta grid at all, or in the last several months and wish to participate in the SSB tests, it is recommended that you test your Aditi log-in (you use the same user name and password as you use to access the main (Agni) grid) sooner rather than later. If you find you are unable to log-in, then you should try changing your password. to refresh your Aditi access (this should also update your beta grid inventory).

HOWEVER, be warned that this process isn’t always successful, due to the issues mentioned above, and that it can take up to 48 hours before you can access Aditi, and even then, your inventory may not be successfully updated.

If you have recently updated your password and have reasonable inventory access on Aditi, the recommendation is that you don’t force any inventory update by running a further password change, as there is a risk you may either lose access to Aditi or that you may become subject to inventory change failures.

Those who wish to participate in the load test, and who encounter either issues with their Aditi inventory or accessing the beta grid can, as a last resort, contact Nyx Linden at least 24 hours ahead of the test. Nyx will then endeavour to see if LL can fix matters.

Other Items

Vanishing Regions

Last updated in SL project news: week 6 (2), wherein diagonally adjacent regions fail to render until such time as the observer moves to a region immediately bordering the “missing” region. This has been an ongoing problem for some time, as reported in SVC-8130, and commenting on it at the Server Beta meeting, Simon Linden indicated that the maint-server code deployed to LeTigre may help with some of the issues being encountered, but also admitted, “There’s been some improvement but it looks like there are still bugs to chase there.”

Missing regions: new Maint-server code may help...?
Missing regions: new Maint-server code may help…?

There is a forum post on the matter – if you are encountering this issue in a reproducible manner, and in lieu of SVC-8130 being open to comment, you might want to note your experiences on the thread.

Related Links

Firestorm: where next and early looks

Update February 25th: As per a comment from Jessica Lyon, Firestorm have now merged the Server-side Baking code and updates to RLVa into one of their private repositories.

Update, 19th February: A transcript of the core part of the meeting, including Jessica’s Firestorm status overview and the Q&A session, complete with the video recording, is now available.

Update, 14th February: The initial video recording of the meeting is now available on YouTube, and an HD version will be available soon.

firestorm-logo

Wednesday February 13th saw the Firestorm team host an open meeting to discuss what is happening vis-à-vis Firestorm given all the various ongoing viewer-related projects currently underway (CHUI, materials processing, server-side baking, plus Firestorm’s own updates and improvements) – and when the next release is liable to hit the public at large,

Several members of both the Firestorm development and support teams were on-hand to field questions, with Project Lead Jessica Lyon leading things off with a 15-20 minute overview as to what is happening, where the viewer stands at this point in time, what the plans are for the immediate future and what we might expect to see in Firestorm in upcoming releases.

The Short Version

  • The Good:
    • Firestorm will be supporting all of the new viewer capabilities coming out of LL, although CHUI will require careful consideration as to what is adopted and how, as Firestorm already offers several similar options to those being added to the viewer by CHUI
    • Firestorm will be getting a range of new features (although not all at once) which include: further work on re-implementing legacy search capabilities, the ability to save and reload personal settings; more OpenSim support; new windlight settings; new UI skinning; further work on adding v1-style functionality
  • The Not-so-good:
    • Serious crash and other issues have also come to light in merging Firestorm with the latest LL 3.4.5 code which the team are endeavouring to resolve
    • Server-side baking (SSB) is the priority for the Firestorm team at present (as it is with other TPVs), as it has a major impact on how people will see things in-world, and it is the project which LL are emphasising. However, integration of the SSB code into TPVs (particularly those supporting RLVa) is not proving easy
    • The emphasis on work at the moment is overcoming bugs, issues and problems and trying to get Firestorm to a point where it is running the SSB code.

Taken together, the latter points mean that while a new version of Firestorm is in development, there will be something a further wait before it appears, and when it does, it my not have such a huge range of new features as has been found in previous releases and might suffer from stability issues.

Jessica Lyon
Jessica Lyon (seated centre, at the edge of the stage) with members of the Firestorm development and support teams, discusses Firestorm on Wednesday February 13th

Viewer Status

There are some serious issues within the Firestorm development code which are delaying progress towards a potential release. Firestorm has been merged-up to the Linden Lab 3.4.5 viewer code, and this has given rise to some severe problems for Firestorm (and is actually having an impact on other projects, as I reported earlier this week).

Commenting on the situation, Jessica Lyon pulled no punches, stating:

I’m going to be completely honest with you guys. Right now Firestorm, for us internally, is in pretty bad shape since our merge with Linden Lab’s TIP (3.4.5 code). There are a lot of bugs that we’ve inherited; there’s a lot of regressions which we’ve inherited. Ed [Merryman, lead for Firestorm Support] is crashing about two times a day – and for those of you know Ed, know that Ed never crashes. So if Ed is crashing on our recent builds, we’ve got some problems. We’ve got some log-out crashes, log-out things; log-in crashes … Basically, we’re not in great shape, and we’ve got a lot of fixing-up to do before we’re ready for a release.

As well as inheriting bugs, the merge has also highlighted bugs and issues within the Firestorm code itself which also need to be fixed. All of this adds up to recent builds for the viewer being “way worse” than the current release version in terms of stability and issues, and it is going to be a while before these issues are fully resolved.

Server-side Baking

Server-side baking is perhaps the most prominent viewer project underway at the moment, inasmuch as it is essential that all viewers connecting to Second Life be able to support it in order to avoid in-world experiences from being broken. Simply put, avatar skins and system clothing will not render on viewers which do not support SSB once the code is fully deployed, as shown below. )Things are somewhat more involved than that, and for those unfamiliar with the project, I’ve covered it in-depth in Avatar Baking: “and the clock has started!”. )

The SSB problem in part: I'm stabding on an SSB-enabled region. On the left  - as I appear to others who are using an SSB-enabled viewer; On the right, as I appear to others who are using a viewer which does not support SSB.
The SSB problem in part: I’m standing on an SSB-enabled region. On the left – as I appear to others who are using an SSB-enabled viewer; On the right, as I appear to others who are using a viewer which does not support SSB.

As it stands, Firestorm has yet to be merged with the Lab’s supplied server-side baking code for the viewer, although work has been underway within the team in a separate repository to the 3.4.5 code merge. A major problem here, as I again reported earlier this week, is that SSB has considerable (and negative) impact with RLVa. These problems are compounded by the fact that the test regions for SSB functionality are all on Aditi, which has considerable issues of its own at the moment, which are affecting people’s ability to reliably test code, and all have scripts disabled – which makes testing RLVa fixes alongside SSB somewhat difficult.

Currently, the Lab remains sympathetic to the issues TPVs are facing (and have offered help wherever practicable), and are not currently pushing a date by which TPVs must be ready for SSB to go live. They’ve also acknowledged that some of the problems TPVs are facing are down to delays on the Lab’s part, such as not making any bug fixes to the viewer code available until January 30th, some seven weeks into the planned eight-week window in which it had been hoped TPVs would be able to integrate the code. However, it is clear that TPVs are feeling under pressure to get SSB-capable versions of their viewers sooner rather than later.

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OBR: the stage is set – get ready to RISE!

One Billion Rising in SL
One Billion Rising in SL

On February 14, 2013, for 24 hours starting at midnight Pacific Standard Time, Second Life residents will join with activists around the world in a spectacular 24-hour dance event for ONE BILLION RISING, the largest day of action in the history of V-Day, the global activist movement to end violence against women and girls.

Within Second Life, we are joining in the movement with 24 hours of music, dance and art across four regions specially commissioned for the event, and sponsored by many famous names within Second Life.

one-billion

With members of the in-world press and bloggers from the community, I was fortunate enough to get an advanced look at the regions, the stage and the art installations – and can say with hand-on-heart that this is going to be one amazing event.

The four regions, supplied by  Fruit Islands, and paid for by fifteen of the sponsors supporting the event, are arranged in a square, with the main stage straddling the centre portion of all four to provide the maximum of space for dancing with – hopefully – the minimum of lag.

Eighteen of Second Life’s top artists have provided installations around the edges of the sims, forming a walk which visitors will be encouraged to take during the event – in fact, in order that people might get to see everything, the regions will be opening for a 12-hour Open House from midnight SLT on Tuesday, 12th February, during which visitors will be free to walk the four sims and visit the art installations – several of which are interactive.

One Billion Rising in SL features 18 fantastic art installations
One Billion Rising in SL features 18 fantastic art installations (image: Gwen Carillon’s piece for OBR in SL)

The event itself will open at 23:00 SLT on Wednesday 13th February, in order to let people enter the regions and have a further look around before gathering at the magnificent main stage ready for the dancing and music to kick-off on the stoke of midnight. For the next twenty-four, through until midnight on the 14th February, there will be non-stop music and dancing on the stage, with an open invitation to everyone in Second Life to come along for whatever time they can and join in.

In all, twenty-four DJs will be stream the music, with a full schedule now available on the OBR in SL website. In addition, every hour Break the Chain, the anthem of One Billion Rising will be streamed in-world.

The stage itself is not only spectacular itself, it has been specifically designed to be accessible to as many types of avatars as possible – so there are ramps rather than steps, for example – and to provide dances for as many avatar types as possible – human, tiny, animal, merfolk (there is an underwater dance area beneath the stage).

One Billion Rising in SL
One Billion Rising in SL

For those unable to attend the event, it will be streamed live throughout. This is especially welcome as a number of groups supporting women who have suffered abuse RL, and who are uncomfortable with joining a large, open event, will be organising small activities for their members and sharing via the feed.

One Billion Rising in Second Life is not about raising funds. It is about rising awareness and adding our collective voices – women and men, mothers, fathers, sons and daughters – in the call to bring an end to violence against women whenever, wherever and however it darkens lives. However, for those who do wish to contribute directly to One Billion Rising in real life, please follow the links below to the One Billion Rising website.

So – get ready to Dance and Rise and to be a part of One Billion Rising!

One Billion rising in SL
One Billion rising in SL (image: Maya Paris’ piece for OBR in SL)

With thanks to all those event staff and volunteers and their helpers, and those who are  sponsoring and supporting the organisation of the event, for making OBR in SL possible.

The Run-up Schedule

All times SLT

  • Regions Open to the public for 12-hour Open house: midnight, 12/13th February
  • Regions closed for final load-tests: midday, 13th February
  • Regions open to public access for the event: 23:00, 13th February
  • Event kick-off: midnight, 13/14th February
  • Event ends: midnight, 14th February

Further Information

SL project news week 7 (1): Server deploys, viewer updates

Server Deployments for Week 7

On Tuesday February 12th, the Main channel (Second Life Server / SLS) received the maint-server package focused on crashes fixes which was  deployed in week 6 to LeTigre – release notes.

On Wednesday February 13th the three RC channels are scheduled to receive the following packages:

  • Bluesteel: retains the materials processing project code  – please see the SL Viewer section below for information regarding the current status of viewer development work for thi project – and should receive the same fixes and updates being deployed to the SLS channel (above) – release notes
  • Magnum: retains the interest list project code and should receive the same fixes and updates being deployed to the SLS channel (above) – release notes
  • LeTigre should receive a new maintenance server update to fix miscellaneous crash modes – release notes. This deployment also includes the following:
    • An improvement to the rolling restart notifications so that they appear in an alert format (as with manual region restarts) rather than an easily missed notification. This change will only be apparent in restarts following the code deployment restart (as per JIRA SVC-7759)
    • An avatar banned from a parcel can now select an object located in that parcel if they have ‘Return’ powers over that object (see JIRA SVC-496)
    • Instant messages are now truncated to 1024 bytes to prevent certain types of delivery failure. Currently, the IM database supports larger messages than the delivery system can handle. This change will enforce a limit of 1024 bytes when processing messages coming into the database as well as those being sent out.

As always, a forum thread has been created for discussions / feedback on the deployments.

SL viewer Updates

Beta Viewer

While the current beta release of the 3.4.5 code remains stable, problems are being reported in merging various project code updates with the 3.4.5 code base, some TPV developers are reporting issues attempting to merge the 3.4.5 code into their viewer builds, notably with Linux 64-bit and Windows, although the same issue does not appear to be occurring with Mac OSx.

In the meantime, one more 3.4.5 beta release of the SL viewer is anticipated during week 7.

CHUI

As noted in part 3 of the week 6 report, the CHUI project viewer is now largely on a par with the development viewer, although it has yet to be actually merged with the main viewer-dev code trunk. This is due to happen very soon. In week 6, Oz Linden commented that it is anticipated that CHUI will be the first of the upcoming projects to merge with the beta viewer code, and would then be in for a (quot) “Good long run” in beta. This week, it has been hinted that CHUI could actually have a lengthy run in both the development viewer and the beta viewer as final priorities are sorted out.

Server-side Baking Project Viewer

Problems remain in merging the SSB code with viewers using RLVa, although good progress is being made in addressing them, although they have yet to be merged-up to a TPV which supports RLVa and have a version under development using the SSB code.

In the meantime, the latest updates to the viewer code from the Lab were pushed to the project repositories on Monday 11th February, and a new version of the Sunshine project viewer for Windows emerged on Tuesday February 12th – Sunshine 3.4.5.270231, with Mac and Linux builds to follow.

Materials Viewer

Problems remain with the materials processing viewer-side code. Precise details are not clear, but the latest private (LL and project members only) Windows builds are being reported as being, “Conspicuously more unstable than the Mac builds”, in that they tend to crash when connecting to a materials-enabled server. Investigations into the problems (notably by TPV developers engaged in the project) are ongoing to try to locate the underpinning cause.

Materials processing: viewer issues still being resolved, so no public project viewer as yet
Materials processing: viewer issues still being resolved, so no public project viewer as yet

There are a couple more features to go into the materials viewer as well prior to it reaching a public project viewer status, but these are apparently being held-off until the current server interaction problems are resolved.

Experience Permissions

July saw the launch of the first phase of the Advanced Creation Tools, also referred to as experience tools. Following problems with an initial deployment of the tools in June, which resulted them being exploited as a means of griefing, the “first phase” of the release saw the tools implemented with existing permissions system in place, with the intention of updating the permissions system to allow the tools to be more fully used “in the future”. Since then, it has been something of a waiting game to see if / when the promised new experience permissions would be deployed, and my own last report on the general status of the permissions system being in December 2012.

Questions are still being asked at various LL meetings, he most recent being tabled at the Content Creation User Group on Monday 11th February. In reply, Nyx Linden indicated he would attempt to get an update from Falcon Linden, who is leading this project.

Object Inventory Issues

Some people may have encountered problems when trying to transfer a number of inventory items into a box (prim rezzed in-world) or similar. There are two known issues with this:

  • The first is (non-publicly viewable) JIRA BUG-383: “When HTTP Inventory is disabled, mass selecting a bunch of inventory items and attempting to add to an objects contents will fail”. This will apparently happen if the HTTP inventory setting in a viewer is changed without cache also being cleared
  • The second is (non-publicly viewable) JIRA SEC-1041, which is apparently (according to Kelly Linden) related to “An internal TCP error between sim and dataserver.” The problem manifests with the in-world error-message “Inventory creation on in-world object failed” on trying to transfer a large number of items (e.g. 50+) from inventory into the contents of a prim in one go.

As the JIRA on both of these issues are non-viewable, their status isn’t clear, other than the problems described in them can be reproduced. SEC-1041 is the more serious of the two problems and might result in a crash, although it will not result in physical damage to a person’s inventory.

Firestorm Q and A: 13:00 on the 13th

firestorm-logoJessica Lyon, project lead for the Firestorm team, has announced that there will be a limited capacity meeting on Wednesday 13th February at 13:00 SLT, to discuss the Firestorm project. The core part of the announcement reads:

Every once in a while, and probably not often enough, we host a Question and Answer session in Second Life for the Second Life community. The purpose is to give us the opportunity to update you all with what we are doing and give you the opportunity to have a say, ask questions you may have to the team, voice complaints, make requests and in general communicate with us directly. This Q&A will not be quite like our office hours. It will not be as formal, it will be far less structured, and it will not be streamed live.

Seating is limited to 70 avatars and is first come first serve. We will, however, try to record it and offer the recording for folks who couldn’t make it.

All are invited, fans and haters alike, people who use our viewers and those who don’t… everyone.
All questions are welcome, we only ask that language be kept PG and folks be civil to each other.

Again, note that the meeting will not be streamed live. The venue for the meeting is the Firestorm Office Hours meeting place on the Phoenix Firestorm support region.