SL Projects update week 41 (2): TPV developer meeting, group ban list, interest list

Server Deployments Summary – Week 41

As always, please refer to the week’s forum deployment thread for the latest news and updates.

  • There was no update to the Main channel
  • The three RCs remained on the same package as deployed in week 40, with one additional fix for objects using llGetCameraRot() as a result of an interest list related issue.

Potential Server Deployments  – Week 42

Speaking at the Server Beta meeting on Thursday October 11th, Maestro Linden indicated that allowing for QA testing and final decisions, it looks as if week 42 (commencing Monday October 14th) should see:

  • The Main channel receive the package currently deployed to the three RCs
  • At least one RC package which should contain fixes for the region crossing issues noted in my week 40 report, namely: vehicles being incorrectly autoreturned on crossing a region boundary under certain circumstances (and the collision body being left behind) and “ghost” avatars and vehicles sometimes appearing to an observer when the region crossing is at the limits of their draw distance.
In the guise of my "Crash Test Alt", I doogie with a top-hatted Simon Linden at the Server Beta meeting
In the guise of my “Crash Test Alt”, I boogie with a top-hatted Simon Linden at the Server Beta meeting

SL Viewer Updates

RC Updates

The Second Life Share (SLShare) RC viewer has been rebuilt using the current de facto viewer release code and a new version – 3.6.8.282036 – on October 9th. This should see all of the current RC builds now rebuilt using the release viewer code base.

Mac Viewer  / OS X 10.6

The Mac 3.6.4 viewer which was offered to Mac OS X 10.6 users as a result of issues with the recent Cocoa updates impacting them has been closed, as the Lab believes all the important bugs on this issue are fixed.  Those who had either been rolled back to this release, or opted to install it, have been updated to the current release.

Interest List Viewer

The interest list RC viewer has yet to appear, although the code is available for those able to access it for self-builds. Two issues have been identified by those compiling the viewer. The first of these appears to be a known bug, SH-4552, wherein objects and linksets previously cached by the viewer fail to load following a teleport, and will generally only render following a relog (right-clicking where the object should be, as with the “missing prims” issue earlier in the year, does not work). The second causes objects to vanish from the user’s field-of-view until after a relog  if draw distance is reduced and then returned to its prior settings.

Whether either of these issues is sufficient to stop the viewer emerging as either a project or RC viewer remains to be seen. The code had been sitting awaiting the button to be pushed to move it into one or the other. It had been hoped that members of the team who have been working on the viewer would be available to discuss the viewer during the TPV Developer meeting on Friday October 11th. Unfortunately, they didn’t manage to attend.

Upcoming Viewers

Other viewers on the horizon include:

  • A further maintenance release, which may include Baker Linden’s Group Ban List code
  • Monty Linden’s viewer-side HTTP updates, which have been “snarled up” as a result of some rebuild dependencies.

Continue reading “SL Projects update week 41 (2): TPV developer meeting, group ban list, interest list”

The Drax Files 12: the magic of the machinima maker

Ole Etzel is someone who knows exactly how to measure success. “My definition of success is that I can do what I want,” he states in the opening minute of the latest segment of The Drax Files.

Ole
Ole

This doesn’t mean that Ole is wealthy enough to do whatever he wants, or anything like that. It means that he has created an environment in which he can enjoy a huge amount of creative freedom in his work as a machinima maker, and is in a position where he enjoys complete creative control over all of his work.

This success has been largely due to Second Life, a platform Ole immediately saw as an incredible medium for a brand of artistic expression.  In this, his story is, on the surface, little different to that of many others who have come into Second Life and found a niche in which to excel, be it art, photography, physical content creation, game-building, or as an actor or voice artist or singer, and so on. It’s also a further demonstration that someone can actually be involved in a platform like Second Life and have a life, and isn’t actually using it as some form of escapism to slip free of real world pressures.

“I don’t think working at the computer is escapism,” he says of his work during the extended interview. “Perhaps it was escapism when my grandfather went down into the basement where he had a little miniature train and he built his world there. It’s really not very different. But it’s not escapism. It’s creativity.”

Ole’s machinima is a skilled mix of animation, music, storytelling and a very eclectic selection of themes and ideas all presented in something of an avant-garde style focused on his two principal characters of Mr. and Mrs. Bones. His creations, which together with his RL work can be found on his YouTube channel, demonstrate a painstaking level of creation which really does mark out machinima as being more – to borrow from Drax – than “hour-long Call Of Duty gameplay uploaded in unedited form”, which is sometimes how machinima can be perceived by those who have heard the term without actually studying it (or have engaged in an hour-long recording of their latest blast on Call of Duty…).

ole-2

Art can often be a powerful means of political expression, and Ole’s pieces are no exception to this; several of his films do carry a political message. In fact he sees Second Life as an ideal platform for art as political commentary, noting that many people involved in Second Life are political, “They use the tools to build little artworks with a political message; things that matter in the so-called real world.”

Given his desire to at times to produce works which touch upon the real world and / or which stir the cognitive processes, freedom  – creative and expressive – is something Ole sees as essential to his work. So much so, that he has consciously striven to keep his real-life identity completely off of the Internet and to adopt what he refers to the “eastern” approach to presenting oneself online, whatever medium he is using.

“There are these two attempts of how to deal with the Internet,” he says, “The more western, the more American attempt of putting your name and a lot of photos on Facebook, then there’s the more eastern, the more Japanese attempt of the avatar.”

Ole’s position is not unique; there are a number of artists involved in SL who only do so through their avatar alter-egos because of the freedom they gain for themselves, and because it allows their work to stand on its own without potentially being overshadowed by perceptions gleaned as a result of people being able to connect the digital with the “real”.

ole-4

This segment offers a fascinating insight into the machinima maker’s art, from storyboarding an initial idea through to the final product. Yes, it can be a lonely process – as Ole points out in the extended interview, he has a day job as well as his family, so his machinima is something which is restricted to evenings and weekends, when he has the opportunity to spend a couple of hours producing around 10 seconds or so of completed material. But the flip side to this is that the entire process is liberating and empowering.

“I used to run around with a big VHS camera on my shoulder … I needed a second person already for the sound, and then the cutting afterwards – it was terrible! I have a lot of footage, but I never finished a movie,” he notes.

Second Life and machinima have freed him from all that. Together they provide a means by which he he can steer his work through from beginning to end, and can do so unencumbered but either the cultural weight of more traditional, studio-driven film faire, or by the need to compromise on subject, technique, approach, etc., which can arise as a result of the collborative needs of more traditional independent film-making. In machinima, every aspect of the product can be creatively controlled and presented exactly as the machinima maker envisions, limited only by the technical constraints inherent within the platform.

ole-3

And even the technical constraints needn’t be as limiting as we might think; particularly when it comes to getting started with Second Life – a subject Ole also has some very clear views on.

A common critique levelled at the platform is that it is “too hard” for people to get to grips with, and the learning curve is too steep. That critique, more often than not, is levelled by people from within the platform. But is it really? As Ole points out, “Try using Blender. THAT’s a hard learning curve.”

His view is liable to be controversial in this regard, but I admit I actually understand where he is coming from and what he means. It’s easy to forget that the knowledge which allows us to use SL in the ways we want didn’t come to us all at once. Why, then, do we often look at newcomers to the platform and believe that they immediately need to be encumbered with the vast majority of knowledge which we only accumulated with the passage of time?

True to his word, with this episode, Drax is building on the foundations he’s laid throughout the series to date, offering another piece which invites those outside of SL to reconsider any preconceptions they may have with the platform and re-evaluate it as a valid medium of creative expression and endeavour. In Ole, we have the perfect spokesperson who can address both the world beyond SL and perhaps challenge the perceptions and bias those of us engaged in the platform may ourselves carry.

Related Links

Colour Key: an enigmatic journey

Colour Key
Colour Key

I’m an unabashed Rebeca Bashly fan. I have been for a goodly while, and still think her 2011 interpretation of Dante’s Inferno was an inspired installation (you can still visit it at UTSA Artspace and see for yourself). Similarly, The Tower from December 2012 was an equally fascinating study.

This month she is back at the LEA with another towering (literally – Rebeca does like the vertical medium in SL!) full sim installation entitled Colour Key, which opened on Monday October 7th. Quite how to describe this piece (other than “big”) isn’t easy. The artist herself has very little to say on possible interpretations and meanings, stating only that Colour Key is “all about human nature, breaking your spine to find answers that are under your nose. Explore and discuss, this is a joy to me”

Colour Key
Colour Key

Like The Tower before it, one travels through a tower-like structure passing scenes and images along the way. However, rather than travelling bottom-to-top as with The Tower, this installation takes you from the top down; and whereas  The Tower was deeply evocative in the images and scenes presented, Colour Key is more enigmatic. There is a common motif running through the build – that of the key (hence the title) – but the key to what? That’s for the observer to decide; and one’s ideas and views tend to be challenged as one passes through each scene.

This is also a dark build; not in the sense that it is sad or macabre or suggestive of suffering or evil or anything like that. It is literally dark, so much so that if you run with shadows enabled, you may actually want to set them to None (no need to disable ALM, though, unless you’re finding the scenes particularly dark). There are passageways and stairways to walk and climb as you travel down from the top of the tower, and if you’re not careful you’ll risk disorientation trying to make your way through the build with shadows active (particularly after you’ve sat on the box as instructed).

Colour Key
Colour Key

Scale is another feature of the piece. Parts of it are simply huge – such as the gigantic meat grinder poised menacingly over the first part of your journey and through which you must apparently drop. Keep an eye out for a key at each stage of your journey, it provides your only means of moving through the various scenes until you reach the ground.

This is an installation which needs to be explored and experienced rather than simply blogged about. It’ll be available through until the end of October, and a visit is recommended.

Colour Key
Colour Key

Related Links

Cloud Party: Oculus Rift support and more

It’s been a while since I last reported on developments over on Cloud Party. There’s a lot that has been going on and which I’ve received e-mails about; I’ve just not had time to sit down and write-up everything.

The platform has recently started introducing features and capabilities on a weekly basis which have seen one or two new features introduced each week. The most recent of these is an official announcement of support for Oculus Rift.

Cloud Party’s CTO Conor Dickinson using Oculus Rift (courtesy of Cloud Party)

The blog post, issued on Wednesday October 9th, gave details on the support being provided,  including the regions within Cloud Party which have been set-up for use with the headset.

There’s currently no native Rift support within Cloud Party, so those with an Oculus Rift SDK kit will need to go one of two routes: either run OculusBridge, a standalone app which bridges the headset and a web browser via websockets, or via vr.js, a browser plugin which works directly with the headset (although the blog post notes this is not recommended as a result of Google’s announcement that Chrome will cease support for plugins in 2014).

The blog post additionally provides general advice on using the Rift – including notes about head movement (the visual stimulus and sudden head movements have been known to cause nausea and other issues as a result mismatched inner-ear cues).

One of the builds within Cloud Party supporting Rift use is a hoverbike race, which appears to be based on the race launched in late September and promoted via a short video.

Other recent updates over the past two months or so have seen a revamp of the Cloud Party website, which had it take on far more of a social environment feel, with the ability to preview people’s builds, “Like” them, share them via social media, etc., and which included the ability to embed builds in things like YouTube, etc.

August also saw the introduction of a new membership structure, with free accounts replaced the limited-functionality “anonymous” accounts together with a two-tier subscription option for general users. Thes free account option provides users with an unlimited number of “small” builds (up to 10MB bandwidth per build), 5 marketplace listings and knowledge base access.

The Basic subscription option, at $14.95 a month ($11.95 if paid annually), includes the “free” membership features and:

  • 2 medium sized builds
  • 20 free marketplace listings
  • Billing / Fraud Support
  • Privacy / group edit settings on builds

The Pro subscription, at $99.95 a month ($79.95 if paid annually) features the above and:

  • 4 medium sized Builds, 2 large Builds
  • 100 free marketplace listings
  • Live tech support

There is also an Enterprise subscription / billing option, but details of this have to be applied for from Cloud Party directly.

Further recent updates have seen avatars within Cloud Party become more customisable, with facial customisations and animated attachments, while builds have gained customisable skies and the ability to play videos.

A key factor with many of the updates is that they’ve also been accompanied with tutorials on how to make use of them’ such as with the customisable skies, helping users make the most of the updates. One has been promised for the Oculus Rift support as well.

For those not already aware of the fact, Cloud Party is no longer tied to Facebook for access. You can now do so via Facebook or Google+ or via account registration. As a formally “anonymous” user, I switched to using my Google+ account back in August. Logging-in with it was smooth and hassle-free – although I did experience an odd moment of deja-vu when an avatar picker looking remarkably like the one used in Second Life many moons ago popped-up!

The avatar picker in Cloud Party. Reminiscent of the "old" SL avatar picker
The avatar picker in Cloud Party. Reminiscent of the “old” SL avatar picker

All told, Cloud Party continues to hum along, and while it may not be to everyone’s taste, it’ll be interesting to see what else pops up in the coming weeks.

SL project updates week 41 (1): Server, viewer, general updates

A quick summary for now, as I’m a little caught-up in RL bits.

Server Deployments – Week 41

As always, please refer to the week’s forum deployment thread for the latest news and updates.

Second Life Server (Main Channel)

There have been no updates to the Main channel.

Second Life RC BlueSteel, RC Magnum, and RC LeTigre – Wednesday October 9th

The RC channels should all receive on update, but otherwise remain on the package deployed in week 40.

The one addition to the package is the fix for the llGetCameraRot() LSL function, which I reported on here, and relates to a “lazy” update to scripted objects using this function as a result of recent interest list updates.

Release notes for the package are the same for all three RCs, BlueSteel is the one linked to.

If all goes according to plan, this RC deployment should be promoted to the Main channel in week 42, and new packages deployed to the RCs.

SL Viewer Updates

Following the promotion of the Maintenance RC viewer to the de facto release viewer, Monday October 7th saw the Snowstorm contributions RC updated to version 3.6.8.281997, based on the new release viewer code base, and the Google Breakpad RC viewer was similarly updated on Tuesday October 8th, to version 3.6.8.282050.

Interest List

Andrew Linden reports he is trying to get some regions up and running on Aditi to test scene loading. All things being equal, the viewer-side code which utilises the recent interest list updates deployed to Agni should make a debut appearance  (probably as an RC maintenance viewer) in week 41, however, Andrew also commented on the fact that odd little bugs keep showing-up on the server side which impact the viewer

Group Ban List

Baker reports that he’s working hard to get everything up and running on Aditi over the course of the next two weeks. Internal testing of his code should commence this week, and he warns he may miss his target as a result of personal commitments.

ToS changes: “Never attribute to malice that which is adequately explained by short-sightedness”

Following the August 15th changes to the Second Life Terms of Service, and specifically the clauses contained in Section 2.3, many have taken time out to loudly and persistently proclaim that the wording is indeed deliberate and indicative that the Lab have darker desires on the content within Second Life (and their other properties) than they are willing to admit.

I’ve already pointed out in these pages that this needn’t actually be the case; that things might actually be down to a matter of the Lab trying to bring together their own Terms of Service with the Terms of Use previously employed by Desura. These latter, in their Section 2, contained wording remarkably similar to that found within Section 2.3 of the updated ToS. However, this point seems to have been largely ignored by those pointing to conspiracy theories and laying out an agenda of supposed intent on the Lab’s part.

But, even if I’m totally wrong about the Desura connection – and that could well be the case; God knows I’ve been wrong enough times in the past – does it really mean the Lab is awash with nefarious intent? Or did they simply take the easy option and boilerplate the updated ToS with scant regard for anything outside of the sections they’d identified as needing update (such as the inclusion of a revised dispute resolution section and clauses on updating the ToS?

In talking to an IP attorney over the past few days, I found myself pointed to a number of Terms of Service / Use documents which carry language largely identical to the Lab’s own. So much so that they look to have all been taken from the same boilerplate. Let’s look at some examples, starting with a refresher of the core element of Section 2.3 of the Lab’s ToS, with what have been seen as the key phrases of concern highlighted:

LL logo“Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, sell, re-sell, sublicense (through multiple levels), modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and otherwise exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same.”

Now compare that to GigaOM’s own ToS Section 2.3:

gigaomYou hereby grant to GigaOM, and you agree to grant to GigaOM, a perpetual, royalty-free, non-exclusive, irrevocable, unrestricted, unconditional, unlimited, worldwide and cost-free license to use, copy, record, disclose, sell, re-sell, sublicense, reproduce, distribute, redistribute, modify, adapt, publish, edit, translate, transmit, create derivative works of, broadcast, publicly perform, display or otherwise exploit in any manner whatsoever, all or any portion of your User Submissions (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or technology whether by any means and in any media now known or hereafter developed and to sublicense such rights through multiple tiers of sublicenses, and to advertise, market and promote the same.

Or if you prefer, you might want to compare it with the Terms of Service from Tribal Nova, who run ILearnWith:

ilearnwithYou hereby grant to Tribal Nova, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, sell, re-sell, sublicense (through multiple levels), display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and otherwise use and exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any means or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same.

Continue reading “ToS changes: “Never attribute to malice that which is adequately explained by short-sightedness””