Working my way to the nineteenth

Aero Golf Club, Lavender, February 2014AERO Golf Club, Lavender, February 2014

Golf really isn’t my forte, inasmuch as I’ve always sided with Mark Twain – or at least what he is attributed to have said: that golf is a good walk spoiled. However, Second Life gives us opportunities to try things we can’t or wouldn’t try in real life.  In my case, that means things like taking wing in a Spitfire (which I’d actually love to do in real life), scuba diving, and skydiving. And now, thanks to Jeff Goodnight, I’ve actually tried my keyboard at golf – and I like it.

But, before I wibble on about SL golfing, if you’ve not come across Jeff Goodnight before, you really should check out his Flickr stream and his blog. I did, and had to gather my jaw off the floor after seeing images like this one.

Aero Golf Club, Lavender, February 2014AERO Golf Club, Lavender, February 2014

In his blog, Jeff provides an entry for the AERO Golf Club, a region-wide 18-hole golf course, complete with club house and places to simply sit and relax. Intrigued, I set off to have a look.

Surrounded by the mountains of a sim  extender, the region is beautifully landscaped and very photogenic, so even if you’re not into golf, it’s worth taking the time to visit. Just make sure you keep an eye open for golfers and avoid trundling across the greens and fairways when any are in use!

Aero Golf Club, Lavender, February 2014AERO Golf Club, Lavender, February 2014

If you do fancy a round yourself, you’ll need to join the club, a simple matter of signing-up in the clubhouse by joining the group associated with the region. Once you’ve done that, and with the group active, walk through the back of the clubhouse to the rear terrace, where you can collect your clubs and HUD (which is optional when playing, but cuts-down on using a menu). These are free, but for the keen golfer, a scorecard can be purchased for L$250, which is a lot easier than trying to remember things. There’s also a map showing the best way to play the holes.

The course has been carefully arranged to make full use of the region, with the first tee directly off of the rear terrace of the clubhouse, and the 18th hole to one side of it, making it an easy walk to the 19th for a drink.

Play instructions are clear, concise and easy-to-grasp, so I won’t bore you with those. Suffice it to say, you have a choice of three clubs, have sand traps, water and trees to negotiate and the wind to contend with. One thing I will say is that if you use an over-the-shoulder camera offset (as I do), you might want to centre your camera up when playing a round.

Aero Golf Club, Lavender, February 2014AERO Golf Club, Lavender, February 2014

Along the way there are places to sit down, take a break and enjoy the view. If you prefer to forget the walking bit, there are golf buggies you can use to drive around in, but I found the terrain a little too much for the one I tried. Besides, the scenery is much too pretty to simply roll right past it, and you might even miss seeing the tiger …

If you don’t fancy a slurp at the bar after playing a round, there’s a pool and spa area off to one side of the region as well.

The work of Kaja Ashland / Kaja Lurra, AERO Golf club is beautifully conceived and executed and well worth a visit. If you do, show the little donation buckets a little love along the way. for those who might be interested, I have a few more snaps on my Flickr stream.

Aero Golf Club, Lavender, February 2014AERO Golf Club, Lavender, February 2014

What was that? Oh, my score? Umm… well I ended-up nine over par after things went a bit wonky after the 7th …

Related Links

BURN2 2014 Burnal Equinox builders and artists announced

burnalOn the 19th February, the Burn2 team announced the names of the builders and artists selected for the 2014 Burnal Equinox, which will take place between Friday March 28th and Sunday March 30th inclusive in the playa regions.

The title of the event is Hotter Than Air, and the setting is the distant future where, to escape a toxin-ravaged Earth, the people have taken to the sky, building their homes beneath balloons filed with a mixture of the very toxins that poisoned the planet mixed with playa dust to create a lighter-than-air substance called Fairy Dust. In this multi-platform, multi-level environment, the people celebrate a renewal of life every Spring, decorating their balloons and platforms, travelling between them in fantastical lighter-than-air machines.

The builders and artists, selected by draw, who will help visualise this aerial setting and bring it to life are, together with the themes of their builds:

  • Annevonlinz – Latin expressions
  • Aurora Mycano – Fractal Recovery Sphere
  • Chic Aeon – Silent Contemplation
  • Cinnamon Ghoststar – Sky Garden #1
  • Ginger Lorakeet – Inside Art
  • Giovanna Cerise – Graden Glass
  • Herbie Haven – Weather Balloon
  • Instincta – Burning Ice
  • Krummis Blessed – Post Apocalypso
  • maddomxc Umino – Immortal Sculptures in the Universe
  • mongoflex – idk Yes Sorry …
  • polkamatic feller –  Burn The Past
  • Qwark Allen – Detox
  • Rogue Desmoulins – Air Brûlée
  • sirhc DeSantis – Just a Bar
  • Slatan Dryke – Yonder
  • St3m Resident – Keys to Fly
  • Veyot resident – Memories of Home
  • Yman juran – Universe of Love

Hotter Than air opens to the public on Friday March 28th, at midday SLT, and continues through until 22:00 SLT on Sunday March 30th, 2014.

Of cardbox boxes, alien aliens and Arthurian tales

It’s time to kick-off another week of fabulous story-telling in Voice, brought to Second Life by the staff and volunteers at the Seanchai Library SL.

As always, all times SLT, and unless otherwise stated, events will be held on the Seanchai Library’s home on Imagination Island.

Sunday February 23rd,13:30: Tea-time at Baker Street: The Adventure of the Cardboard Box

Tea-time at Baker Street embarks on a new series of adventures as Caledonia Skytower, Corwyn Allen and Kayden Oconnell commence reading from His Last Bow.

A 1917 anthology of previously published Sherlock Holmes stories by Sir Arthur Conan Doyle, His Last Bow originally comprised seven stories published byThe Strand Magazine between 1908 and 1917. However, later editions of the book saw an eighth story included, The Adventure of the Cardboard Box, originally published in 1892.

The affair begins when Miss Susan Cushing of Croydon receives a grisly parcel of two severed human ears, packed in salt. Inspector Lestrade is convinced that the parcel is a prank on the part of three medical students Miss Cushing was forced to evict from her lodgings due to their unruly behaviour. Lestrade points to the parcel as coming from Belfast – the home of one of the former lodgers – as reason for his suspicions.

On examining the parcel, however, Holmes is certain that they are dealing with a far more serious crime, pointing to the poor spelling used to address the parcel, with rough means by which the ears had been severed and the use of course salt as packaging as being indicative of someone with poorer education and lesser surgical skills as might be expected of a doctor-in-training. So who is responsible? Holmes considers the solution so simple that he asks Lestrade not to mention his name in connection with it …

Find out more by joining Caledonia, Corwyn and Kayden!

Monday February 24th, 19:00: From an Alien Point of View

When humans interact with aliens who are actually alien, we run into the fact that we’re as weird to them as they are to us. This can cause the most remarkable misunderstandings…. More thought-provoking sci-fi from the collection of Gyro Muggins.

Tuesday February 25th, 19:00: The Te of Piglet Concludes

Winnie the Pooh may have been a Bear Of Very Little Brain often bothered by long words, but in 1982, through him, his friends in the 100 Acre Wood and their adventures, Benjamin Hoff found the perfect means of introducing a western audience to the principles and ideals of Taoism.

That work was covered in a series of readings in mid-2013 by Caledonia and Kayden. Now they conclude their reading of the 1992 companion volume to that work, The Te of Piglet.

Te is a Chinese word commonly interpreted to mean ‘power’ or ‘virtue’, but which has far more depth than either, being more a special quality of character, spiritual strength, or hidden potential unique to the individual. Through this book, Hoff further explores Taoist concepts, notably that ‘the virtue of the small’, showing how Piglet has great Te, not just because of his diminutive stature, but because he has Tz’u – a great heart, even if – as is so often the case – he’s generally unaware of the fact that he has.

Taking a somewhat different approach to the original Tao of Pooh, this book uses the other characters from the 100 Acre Wood to show how our own humanity, in is different facets and forms, is seen by the Taoist as a series of impediments to our living in harmony with the Tao.

Wednesday February 26th, 19:00: Random Acts of Poetry

With Caledonia Skytower.

Thursday February 27th

16:00 The Ballad of Donny Granger

The Ballads of Donny Granger, Book One is the first full-length illustrated novel from the mind Stephanie Mesler, also known in Second Life as Freda Frostbite. Want to know more? Then join Freda at the Seanchai library!

19:00: Peredur son of Efrawg Concludes

Shandon Loring brings us one the three romances associated with the Mabinogion.

PeredurDating from the 12th or 13th century, Peredur son of Efrawg is a tale somewhat similar in nature to – but necessarily based upon – Chrétien de Troyes’ unfinished Arthurian romance Perceval, the Story of the Grail, albeit with the Grail replaced by a salver containing a man’s severed head.

Left fatherless from a young age, Peredur is raised in isolation by his mother, deep in the woods. After meeting a group of knights, he determines he will become like them, and so travels to the court of King Arthur. Here, while he earns respect for his valour and pureness of heart, he also discovers prejudice, in the form of Cei’s (Sir Kay’s) attitude towards others.

Determined to restore the honour of a recipient of Cei’s insults, Peredur sets out on a series of adventures which mirror those of Chrétien’s Perceval, and which in turn lead to further adventures very different from any in Chrétien’s work, before eventually revealing to Peredur the truth concerning the misfortunes of his family, allowing him to avenge them.

21:00: Seanchai Late Night

Details still TBA, so please check with the Seanchai Library blog as the week progresses.

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Please check with the Seanchai Library SL’s blog for updates and for additions or changes to the week’s schedule. The featured charity for January and February is The Xerces Society and their efforts at world-wide conservation and education for some of the smallest creatures on our earth.

Related Links

Paradise Lost: in conversation with Becky and Harvey

I recently had the opportunity to chat with Canary Beck and Harvey Crabsticks about their upcoming production of Paradise Lost: The story of Adam and Eve’s original sin, which is set to premiere with the Basilique Performing Arts Company in Spring 2014.

As regulars know, I’ve been following the work of the Company of late, both with their production of Romeo + Juliet (soon to be a part of a special AIR installation with the LEA), and now with Paradise Lost itself, so I was especially pleased when Becky and Harvey pinged me with an invitation to sit down with them.

Taking a break: Canary Besk (l) and Harvey Crabstocks take a break from production preparations to chat with me about Paradise Lost
Taking a break: Canary Beck (l) and Harvey Crabsticks take a break from production preparations to chat with me about Paradise Lost

This is an incredibly ambitious project, setting Milton’s classic poem in blank verse to dance and the music of the Süssmayr completion of Mozart’s Requiem in D Minor, and one which – as Harvey unsurprisingly told me – has tended to push SL’s capabilities hard, particularly as they approach curtain up for the first time.

After getting ourselves comfortable, Harvey picked-up on the technology headaches they’ve encountered in preparing Paradise Lost. “The last couple of weeks we’ve been pushing things to the absolute limit,” he says wryly. “We’ve had to do a lot of work to overcome those hurdles. One of the toughest challenges over the last few weeks has been dealing with script memory limits, but we’re mostly over that hurdle now.”

Scripting isn’t the only element that has proven challenging for this production. Choreographing up to nine avatars on  – and over – the stage at the same time, and in time to the movements of Mozart’s Requiem  is no easy matter, as Becky points-out, “I think we really hit a few roadblocks when started introducing nine avatars into one scene together,  totalling over 600 independent actions inside 3 and half minutes!”

Traditionally, when working on a theatre production, directors turn to a process known as blocking scenes: arranging where actors appear on stage, how they move around the stage during interactions, etc., and then leave. However, Paradise lost includes battles between angels and demons within the heavenly realms above the stage. “It’s not something you see every day,” Becky confides with a smile. “Sometimes that can get a bit mind bending!” It’s also something not easily handled by conventional scene blocking.

Blocking the way: a digital update to the traditional means of "blocking" actor movements through a scene. Coloured prims represent each character and plot the moves they must make and actions they take through a scene
Blocking the way: a digital update to the traditional means of “blocking” actor movements through a scene. Coloured prims represent each character and plot the moves they must make and actions they take through a scene

To cope with this – and the 43 credited roles within the production – Becky and Harvey have literally taken the process of blocking back to its original roots as first used by Sir W. S. Gilbert, who employed a model of his stage with actors represented actors with small blocks, hence the term. However, with Paradise Lost, the approach has been given a distinctly digital twist; characters and their movements (both on the ground and in the air) being represented by coloured prims which can be placed within the actual sets themselves, allowing cast and production crew clearly visualise what is going on and when; essential when a single actor may be responsible for more than one character.

It’s a time-consuming task, as Becky confides. “It takes 36 hours to plan the most simple scene.” Harvey nods in agreement, adding, “The biggest scene – the aerial battle, is up over 100 hours of effort so far.” However, it is also one vital to such a complex production.

Another view of the blocking process, captured up in the Basilique Company's workshop / rehearsals area
Another view of the blocking process, captured up in the Basilique Company’s workshop / rehearsals area

By using blocking this way, and combining it with the choreography and timing imposed by the music, it is possible to construct what Becky calls a “score”. Like its musical namesake, this score allows the actors, stage manager and director to clearly understand what is going on and who is doing what and when and where they’re doing in, and the correct cues given and followed.

Another element to the production which has presented its own challenges is that of sets. Not only are there multiple sets required – ten in total, some of which extend into the audience space, thus making them a part of the story – but some contain elements common to one another, and scene changes need to be relatively smooth and seamless. The result has been to layer the scenes over one another, using transparency and phantom capabilities together with scripting to enable fast, fluid control of the sets – which is visible, which aren’t, what common parts are there for use, and so on.

Taking all of this approach into account, it seemed to me that Paradise Lost is very much a theatrical production in the fullest sense of the word; a view Harvey agreed with, “One of the things that we’ve been quite pleased with is that we’ve been able to transition from a largely danced based production,” that of Romeo + Juliet, “to one that has dance as a key element, but which is far more theatrical. I think it’s fair to say our ambitions for what we want to say and how we want to say it have elevated as a result.”

Even so, the dance element is obviously apparent; indeed, dance here is very much the narrative, more so than even with Romeo + Juliet. Was this a deliberate choice of direction, rather than opting for something perhaps leaning back towards more use of voice or text?

Becky and Harvey
Becky and Harvey

“We’ve seen lots of SL theatre that is essentially avatars voicing,” Becky observes.”While we appreciate it can be done well, we find that SL as a platform lends itself to so much more than mimicking what might be done on stage by fleshy actors. But we have so much more control over what we can do here.”

“We feel quite strongly that what we do is something different, and new,” Harvey continues, again demonstrating the closeness of their creative minds. “Some elements of RL theatre are present of course, but it’s a new medium.”

Continue reading “Paradise Lost: in conversation with Becky and Harvey”

The Drax Files Radio Hour: da robot speaks!

radio-hourThe latest podcast of The Drax Files Radio Hour is live, and unsurprisingly, the focus is the recent meet-and-greet with Ebbe Altberg, which I’ve covered here.

Even if you listened to Ebbe through this blog, the show is definitely worth a listen to as well, as it includes questions as well as Ebbe’s comments and replies.

Since the meet-and-greet, Ebbe has also been active in the forums, commenting upon a range of topics, such as those related to communications. As pointed-out in the show, he’s additionally made reference to the Marketplace, to upcoming new starter avatars (which were likely a work-in-progress prior to Ebbe joining, just as the decision to axed Creatorverse, Versu and dio was something started prior to his arrival), and also on the matter of the August 2013 Terms of Service change.

The informal meet-and-greet with Ebbe Altberg
The informal meet-and-greet with Ebbe Altberg

Harvey Crabsticks makes a welcome return to the show to chat about Ebbe’s comments. Harvey is someone I’ve only known a short time in Second Life, and I have to confess to admiring his insight as well as his (and Canary Beck’s) creative skills, and it was good to hear him to express views he and I subsequently batted around during a conversation we had after the recording for this podcast had been made.

The subject of audience, demographics and marketing is touched upon, which in turn edges towards issues of help and assistance for users. Drax mentions the Ebbe said he was unclear as to what had been done by the Lab along these lines; this may be a part of his learning-curve as Rod Humble (and others) have in the past been pretty clear that the Lab does carry out investigations into demographics, what people do in SL, why the leave, etc., and as Harvey points out, the Lab must have a clearer idea as to what SL users do within the platform just for the wealth of data they can gather on our activities on and interactions with the platform. However, as Harvey – and indeed Ebbe, during the meet-and-greet – also states, it’s unclear as to how scientifically that data is mined and used.

Marketing-wise the question of high-profile campaigns is discussed, with Drax pointing to the very recognisable World of Warcraft TV / Internet spots (I was the one who, entirely tongue-in-cheek, mentioned William Shatner and WoW at the meeting with Ebbe). Harvey suggests that any really high-profile campaign would be better suited to a time when user retention is clearly on the upswing; something I’d tend to agree with, which is not to say all marketing should be held-off until that happens…

The “Ebbe meeting” and the interview with Harvey take up most the show, leaving everything else planned as a series of links on the blog page – which is no bad thing. As I’ve said before, things that fall off the end of the desk due to time constraints can be picked-up again in a subsequent podcast. Again, even if you’ve listened to Ebbe on these pages, I recommend you take the time to hear both questions and answers as recorded in the show, it’s more than worth the time. And don’t forget the links on the blog page!

SL projects news week 8/1: server, viewer and log-in issue PSA

My apologies for the late release of this update; things have been a little bit hectic, and I’ve been rushing to catch-up on posts and news.

Server Deployments: week 8 – recap

As always, please refer to the server deployment thread in the forums for the latest updates / changes.

  • As there was no update to the RC channels in week 7, there was no update to the Main channel on Tuesday February 18th.
  • On Wednesday February 19th, all three RCs received a new server maintenance package which comprised the following updates:
    • Fix for BUG-5034 “If an EM restarts a region and then teleports out immediately, the EM will disconnect just after teleport”
    • Fixed a rare case in which e-mails read by LSL scripts immediately after rez or region change would sometimes be missing the message body
    • Fixed some crash modes
Maestro Linden
Maestro Linden

The region restart issue (BUG-5034) was described in part 2 of my week 7 report.

Commenting on the e-mail issue during the Server Beta Meeting on Thursday February 20th, Maestro Linden said:

The other bug fix was for some obscure e-mail issue that Kelly found, where e-mails to LSL scripts would be missing their message bodies under very obscure circumstances. Nobody’s filed a bug report about that happening, so maybe nobody ever saw it regularly.

 In this case you’d see the e-mail, and see the subject but not the body. Or rather, I guess the body would be an empty string … I guess you’d only know if you had sent the e-mail yourself.

 According to Kelly, it would only happen during a very narrow time window as the sim was starting up, so I could imagine most people who saw it once just shrugging after the issue didn’t occur a second time.

SL Viewer Updates

  • The Maintenance release RC was updated on Tuesday February 18th to version 3.7.2.286708
  • The HTTP RC was updated on Wednesday, February 19th to version 3.7.2.286707
  • The Google Breakpad RC has been removed from the release channel, having completed this round of tests.

Group Ban Lists

There’s not much more to report here than last week. Commenting on the overall status of the work at the Simulator User Group meeting on Tuesday February 18th, Baker Linden said:

I’m in the last stages of code cleanup and ensuring there aren’t any major bugs (which QA will surely find) and I’m wrapping everything up for deployment to Aditi this week (server-side stuff only right now).

 It’s not clear if the server code did reach Aditi, or whether it may appear in week 9. Commenting on the status at the Server Beta meeting later in the week, Maestro Linden indicated the code was “inching closer to Aditi”, and will be available “as soon as we’re confident that the backend host and simulators are playing nicely. If there’s a bug which is definitely viewer-only, that’s not a blocker for Aditi at all.”

Materials Handling

Scripted Control

The ability to control materials (normal and specular maps) via scripts has been an oft-discussed topic in User Group meetings and the subject of MATBUG-359.  The subject was again raised at the Simulator User Group Meeting on Tuesday February 18th, to which Simon replied, “I’ve been looking into that, and hope to get to it soon, but it keeps getting pushed back with other more immediate issues cropping up.”

One of the concerns with scripted control of materials maps in that if manual changes are made to materials too quickly in the build floater, they will often revert, as if the server is unhappy in receiving  too many quick updates. Commenting on this, Simon added:

That’s an interesting point and something we’ll have to look at after doing the basic scripting change.   If it’s somehow worse than the current scripted texture changes, we’ll have to have some sort of throttle to slow it down.

The question was raised on why normal and specular maps appear to work different to diffuse (texture maps), with the server better able to handle fast changes to textures when compared to normal and specular maps. Simon indicated that both normal and specular maps are handled differently in order to minimise the impact of multiple usage.  Expanding on this is terms of scripted control, he went on:

I was just looking at the materials code, and the complication this has compared to regular textures is how materials have their own layer of special data packaging instead of a just a UUID on a face.  I’m not sure yet how script access is going to thrash that data or not.

There also may be something of a cost / benefit issue within the Lab when it comes to adding scripted control to materials – would the potential uses be broad enough to justify the time required to avoid issues of data thrashing, introducing throttles on updates, etc. Hence Simon asked for some specific examples of where scripted control of materials would be beneficial, so he could carry them back to the Lab’s product managers.

Continue reading “SL projects news week 8/1: server, viewer and log-in issue PSA”