Kitely Market opens for merchants

Kitely-logoOn Saturday May 11th 2013, Kitely announced they are opening their new Market to merchants so that the latter can start to build their stores.

The move comes five months after Kitely first announced they would be developing the Market (see my report from January 2013), and marks a further significant step forward in Kitely’s plans to establish a web-based marketplace which will initially allow merchants to sell products to other Kitely users, but which it is hoped will eventual be available to users across multiple grids.

The Market will combine features familiar to those used to using the SL Marketplace or markets such as the (now defunct) Apez and Metaverse Exchange: items can be browsed on-line, then purchased (using Kitely Credits (KCs) or US dollars), prior to being delivered directly to the purchaser’s in-world inventory in a similar manner to SL’s Direct Delivery mechanism. Additionally, the Market will function more like e-commerce sites such as Amazon, where items can be searched for using attributes as well as a category hierarchy, making the search process and drill-down easier and more flexible for both merchants and consumers.

The new Marketplace button on the Kitely toolbar
The new Marketplace button on the Kitely toolbar

The Market is accessed via a new shopping cart button which appears on the main toolbar which is displayed when users are logged-in to Kitely. Once the Market is fully open, the button will allow users to start browsing stores and goods. However, until then, the button will display an introductory message which explains that access to the Market is currently limited to merchants wishing to create a store.

The blog post provides detailed instructions to merchants on creating their store, using the store home page, and managing, editing and modifying products and listings. Additionally, Kitely are also providing on-line documentation for the Market, which provides information on important aspects of the Market such as product pricing options and listing guidelines.

Adding products to a Kitely Marketplace store - image courtesy of Kitely
Adding products to a Kitely Marketplace store (image courtesy of Kitely)

The Market also enables merchants to include multiple variations of a product within a single listing. So rather than having 5 individual listings for an outfit which is available in 5 different colours, a merchant will be able to create a single listing for the outfit, which includes the 5 different colours. The merchant will also be able to define individual prices, permissions and search attributes against each variation, if required.

One item which merchants will not initially be able to sell through the Market is OAR files.

“You can’t sell OAR files directly,” Ilan Tochner, Kitely’s CEO said, “but you’ll eventually be able to sell entire Virtual Worlds so instead of just having the two virtual world templates we offer you now when you create a new world, you’ll be able to find and buy the perfect virtual world for the activity you have in mind. Once you buy that world a new world will be automatically created inside the My Worlds page in your account, at which point you’ll be able to export it to an OAR file.”

Export Permissions

An important element within the Market is Kitely’s new “Export” permissions flag, which is separate to the familiar modify / copy / transfer permissions associated with a product, and allows a merchant to specify whether or not a purchased item can leave the grid. This means, for example, that if a user buys an OAR file for a Kitely world and attempts to save it to their hard drive, only those elements of the OAR file which have the Export flag set will actually be saved – anything which does not have the flag set will be ignored.

Currency Options and Fees

Products in the Market can be sold using either Kitely Credits (KCs), Kitely’s own non-exchangeable virtual currency, or using US dollars (USD), where payments are handled directly via PayPal.

Continue reading “Kitely Market opens for merchants”

Restrained Love Viewer updated

Update: May 13th: The Linux version of RLV was updated by Kitttin Ninetails to version 2.8.4.1 on Sunday May 12th, and is available here.

On Friday May 10th, 2013, Marine Kelley released the latest version of her standalone version of the Restrained Love Viewer (RLV) for Windows – RLV 2.8.4.1. The release is the first update to RLV in 2013, and is based on LL’s 3.5.2 viewer code (3.5.2.264760, dated April 21st, 2013). As such, it brings RLV pretty much up-to-date with the majority of LL’s viewer-side updates and fixes.

Note that this article only applies to RLV for Windows, as supplied by Marine Kelley. The Linux and Mac versions supplied by Kittin Ninetails remain at version 2.8.3.5.

Communications Hub User Interface

With this release, RLV now uses the Communications Hub User Interface (CHUI) and the standard means of managing chat and IMs, together with the majority of fixes and updates made to CHUI through recent development and beta updates.

RLV 2.8.4.1 includes CHUI for managing communications
RLV 2.8.4.1 includes CHUI for managing communications

Server-side Baking / Appearance

Despite no mention being made of it in the release notes, version 2.8.4.1 of RLV appears to also include viewer-side support for the upcoming deployment of Server-side Baking to the main grid.

To confirm this, as I was somewhat surprised that the release notes failed to make mention of any support, I dropped into the SSB/A test regions on Aditi to see how my avatar would render to others, and they would render to me when using the viewer. With the aid of my Crash Test Alt, all appeared to be fine.

Server-side baking: my avatar and Crash Test Alt as seen through RLV 2.8.4.1 (l) and through another SSB-capable viewer (r). Both render correctly; no greying or ghosting
Server-side baking: my avatar and Crash Test Alt as seen through RLV 2.8.4.1 (l) and through another SSB-capable viewer (r). Both render correctly; no greying or ghosting

I also didn’t encounter any issues in changing / re-ordering outfits which others have reported as encountering recently (although I admittedly have  – perhaps fortunately – yet to encounter any issues of this type while using any SSB/A-enabled viewer).

Other Updates and Fixes

Marine provides a list of additional updates and fixes:

Changes:

  • Camera focus is no longer lost when clicking on an in-world object. To change camera focus, right-click on your avatar, press Escape or focus on something else
  • Viewer allows moving an item or a folder from a locked folder to another locked folder (prevent only from locked to unlocked and from unlocked to locked)
  • Viewer does not expect the user to press Enter before chatting while in Mouselook, since they don’t have to when in 3rd person view
  • Viewer does not automatically rename folders or items in the inventory unless “RestrainedLoveAutomaticRenameItems” is set to TRUE (it is FALSE by default). This is no longer necessary since the viewer no longer needs to figure out whether or not it will kick a locked object because it now Adds by default now.

Fixed:

  • It is no longer possible to drag and drop an item from an object in-world directly into  inventory, regardless of RLV attach restrictions
  • It is no longer possible to wear rezzed items by right-clicking on them in-world and selecting “attach to”, even when @unsharedwear was active
  • It is now possible to hide the UI when unable to rez
  • It is no longer possible to create new pieces of clothing regardless of RLV outfit restrictions
  • The Control key wouldn’t work in Mouselook. Fixing this removes the ability to control the speed of the mouse view while holding Control, but Shift already does something similar.

Related Links

Out of the glare of the Sun

CuriosityIt’s been over a month since I last reported on the Mars Science Laboratory mission on Mars. It’s not that I’d forgotten about it or lost interest in writing MSL reports; the lull has been because during the month of April, we’ve been in a period of Solar conjunction, which places Earth and Mars on opposite sides of the Sun relative to one another.

During these periods, communications between Earth and vehicles operating on and around Mars are severely disrupted / curtailed due to interference from the Sun, so NASA effectively places all of their Mars missions on “autopilot” until full communications can be re-established with them from Earth. This happened early in May, and since then, mission scientists and engineers have been running the Curiosity rover through a series of checks to confirm it is still OK after its enforced silence and also completing a complete software update.

Just prior to the moratorium on Earth / Mars communications coming into effect, Curiosity had been engaged in analysing samples obtained from drilling into a rock dubbed “John Klein” (see: Getting the scoop on drilling, and: It probably doesn’t taste like chicken …). The analysis was performed by the rover’s on-board Chemistry and Minerology (CheMin) and Sample Analysis at Mars (SAM) instruments, and produced evidence of an ancient wet environment that provided favorable conditions for microbial life, including both the elemental ingredients for life and a chemical energy gradient such as some terrestrial microbes exploit as an energy source.

Sol 229 (March 29th, 2013) The first holes drill into rock by NASA’s Mars rover Curiosity, with drill tailings around the holes plus piles of powdered rock collected from the deeper hole and later discarded after other portions of the sample had been delivered to analytical instruments inside the rover. The two holes are each 1.6 cm (0.6 in) in diameter. The shallower hole was cut on Sol 180 (Feb. 6, 2013) as a preparatory test. The deeper hole was bored on Sol 182 (Feb 8, 2013) and cuttings from this hole gathered by the drill were delivered to Curiosity’s on-board Chemistry and Mineralogy (CheMin) and Sample Analysis at Mars (SAM) instruments.

A Reduced, but Still Dynamic Atmosphere

Mars has a very thin atmosphere, so thin that the highest atmospheric density on Mars is equal to the density of the atmosphere found 35 km (22 miles) above the Earth‘s surface. However, evidence for free-flowing water having once existed on Mars suggests that the atmosphere was once very much denser. The mystery has been what happened to that atmosphere? Several theories have been put forward over the years to explain the apparent loss in atmospheric density, one of them being that over the millennia, much of Mars’ atmosphere “bled off” into space due to a combination of factors. As a result of data returned from Curiosity in March, scientists found the strongest evidence to date for this being the case.

Continue reading “Out of the glare of the Sun”

Mediterranean meanderings

Whenever I browse the Destination Guide, my eyes are inevitably caught by the entry for SolAria, so much so that I knew it was only a matter of time before I’d have to pay the island a visit.

SolAria
SolAria

Built by Maveryck Breen, SolAria seeks to reproduce an oceanside Italian / Mediterranean village suitable for SL photographers and romantics. Covering slightly less than a full region (there is an area of grassland to one side which apparently belongs to another group), SolAria achieves its aims exceptionally well.

The arrival point is a raised piazza overlooking a sheltered harbour. Here you’ll find a fountain, the local trattoria and footpaths and steps leading both up and down and between and around an assortment of houses and shops.

SolAria
SolAria

For the romantics, there are places to dance or to sit together and watch the world go by and waterside walks which, for the inquisitive or those prepared to get their feet wet, might lead you to more than might at first meet the eye. Merfolk in particular might well feel at home in at least part of this build.

Everywhere appears open to explore, and despite the compact size of the build, there is a lot to see once you start exploring  – such as the park on the headland, the busy dockside at one end of the island, complete with ornate bathysphere, and two fortifications facing one another across the island, with a church sitting in between as if keeping two ancient families from sparring with one another.

SolAria
SolAria

This is a build which really is best enjoyed when running in deferred mode; great care has been taken with the lighting, and while there is no windlight pre-set I could determine (I received no pop-up asking me if I wished to accept local windlight), a late evening setting can really emphasise the beauty of the village with the street and house lights.

For the SL photographer, the island is a real delight, leading itself to a whole range of windlight settings which in turn can produce stunning images.  There is even a modest gallery in the village where pictures of the village are on display.

If I’m honest, there are perhaps one or two places – notably inside some of the buildings – where the texturing could do with a little more attention in terms of scaling / repeats, but this is a minor niggle on my part. Certainly, I recently spent a happy afternoon wandering and camming around grabbing snaps and twiddling with windlight – as I hope the slideshow below shows!

(view slideshow full-screen)

Related Links

RFL of SL 2013 sponsorship opportunties still available

I’d missed this s shuffling through a load things, both SL and RL, so my apologies to the RFL of SL team for the late posting.

2013_RFL_LogoThere are still sponsorship opportunities available for the 2013 Relay For Life of Second Life season, with one Premier sponsorship and a number of Region sponsorships still up for grabs.

Commenting on the opportunities, Gem Sunkiller writes:

Yes, we still have many sponsorship opportunities available for the 2013 Relay For Life of Second Life season.  Our 2013 sponsors already include businesses (both from inside, and outside of Second Life), individuals, and a number of RFL in SL teams.  The American Cancer Society is one of the most visible communities on Second Life, closing in on $2,000,000.00 raised over the last seven years through Relay For Life of Second Life and other related events.  One way to participate in the ACS signature RFL of SL event is as a sponsor.

Details on the sponsorship options can be found on the RFL of SL website sponsorship page. If you are interested in reserving an option, please contact Love Kawaguichi via e-mail (lovekawaguichi -at- gmail.com).

Related Links

SL projects update 19 (3): server, pathfinding, materials & more

Server Deployments – Week 19

The week 19 server deployments went ahead as scheduled and as outlined in an earlier part of this report, to wit:

SLS (Main) Channel

On Tuesday May 7th, the Main channel received the maintenance package which has been running on Magnum. This project brings some new minor features to LSL, and fixes some crash modes and well as additional LSL HTTP support, as well as the previously rolled-back new AO capabilities.

In addition, this package included an additional update which was not documented in the release notes until after the deployment had been made: “Fixed a bug: ‘Orientation data for landing point is disregarded during teleport’.

This fix means that when teleporting to a place which has a defined landing point, you will arrive facing the direct determined by that landing point, rather than arbitrarily facing east. To complement this fix, there is an upcoming viewer update which will show the heading of a parcel’s landing point on the map – but no details on when that update is liable to appear.

Pointing out the fix at the Server Beta meeting, Maestro Linden added, “There’s an exception for cases in which if you have a beacon set, where you’ll face the beacon position instead. I think this is a bug.”

This lead to a discussion on the exception, in which the wider consensus appeared to be that having an avatar facing the beacon (when set) on arrival might be the preferable to automatically having the avatar facing the direction imposed by the landing point. However, this would mean people using a beacon would arrive at the landing point facing a direction other than the land owner intended, prompting Voidpointer Linden to comment, “Yeah, seems like we would only want to have you face the beacon when going to a landing point if it’s in the same region, maybe?”

It’s currently unclear as to whether the feedback from the meeting will mean this exception is allowed to continue, or whether there will be further tweaking with the landing point code in the future,

Release Candidate Channels

On Wednesday May 8th, all three Release Candidate channels (BlueSteel, LeTigre and Magnum) received server-side support for experience permissions which was running on BlueSteel in week 18. The update, as usual, will also include the changes which are going to the Main channel on May 7th, which included the new AO capabilities – release notes (BlueSteel).

SL Viewer Updates

Beta Viewer

The beta viewer as we currently know it received what might by its final update prior to the new viewer release processing coming into effect. Version 3.5.2.275565 was released on May 9th, and the release notes provide details on changes.

Materials Processing Project Viewer

A new version of the Materials Processing viewer – 3.5.2.275470 – was released on May 8th, based on the 3.5.2 viewer code. The release also appears to include a fix for MATBUG-38 (“Material with normal map but no specular map is always specular with no adjustment possible”), and which I’d described in week 18.

MATBUG-38. appears to have been fixed in Material Processing project viewer 3.5.2
MATBUG-38. appears to have been fixed in Material Processing project viewer 3.5.2.275470, May 8th 2013.

The release may also include a fix for MATBUG-16 (Changing one material, or setting causes another material texture to be lost), which I’d previously noted in week 16.

Whether this latter issue is fixed is hard to judge, as it was somewhat intermittent to start with. and there have been reports that it was already less noticeable with the previous release of the viewer. However, at the time of writing, the bugs remain marked as Unresolved / Incomplete in the public JIRA (but could have been updated in LL’s internal JIRA).

I can say that I’ve so far been unable to reproduce either bug using the new release, having carried out a number of individual tests.

Continue reading “SL projects update 19 (3): server, pathfinding, materials & more”