The Future of SL meeting with Oz and Pete Linden: video, audio and transcript

secondlifeOn Wednesday July 2nd, 2014, the Firestorm team hosted a special question and answers session to discuss the future of Second Life. The event was held to try to disperse some of the concerns and misinformation circulating about SL’s future in the light of the news that Linden Lab is developing an additional virtual worlds platform which is being planned to run alongside Second Life.

Attending the session from Linden Lab were Oz Linden, in his capacity as Technical Director for Second Life and Pete Linden, the Lab’s Director of Global Communications.

The session took the form of an initial discussion between host Jessica Lyon and Oz and Pete Linden, which sought to address some of the core concerns which have been raised and address some of the broader misconceptions which have resulted (such as Second Life no longer being developed and / or no longer having the staff needed to support it). This was then followed by a Q&A session led by Lette Ponnier, who posed questions which had been left on the Firestorm blog post announcing the meeting or directly to her via IM during the session or relayed to her from the live stream audience.

As always, Chakat Northspring recorded the entire event, and her video is embedded here – my thanks as always to North.

In addition, the audio from the meeting has been broken down into a number of individual topic areas, and placed throughout this transcript to allow people to listen to the audio whilst reading, if preferred, and to save on scrolling up and down between text and video.

When reading / listening, please remember:

  • This is not a word-for-word transcript of the entire meeting. While all quotes given are as they are spoken in the recording and the audio files, to assist in readability and maintain the flow of conversation, not all asides, jokes, interruptions, etc., have been included in the text presented here
  • If there are any sizeable gaps in comments from a speaker which resulted from asides, repetition, or where a speaker started to make a comment and then re-phrased what they were saying, etc, these are indicated by the use of “…”
  • The audio files have been slightly edited to remove lengthy pauses in order to assist the flow of the conversations when also reading the text.

The following links can be used to quickly jump to individual sections of the transcript:

Continue reading “The Future of SL meeting with Oz and Pete Linden: video, audio and transcript”

Linden Lab seeks creators for Experience Keys (Tools) beta

secondlifeOn Wednesday July 2nd, the Lab issued a call for creators to apply for a beta test of the Experience Keys (also referred to as Experience Tools) project.

As I explained in my overview of Experience Keys / Tools, this is a new permissioning system which allows people to create an activity (initially restricted to region / estate level for private islands / estates and parcel level for mainland) such that anyone wishing to participate in it need only give a single confirmation of their wish to do so, rather than having repeated requests for permission pop-up on their screen whenever something wants / needs to interact with their avatar – such as teleporting their avatar to the next location in a hunt or quest, or when wanting to attach a gun or piece of equipment to the avatar as a part of a game.

Experience Keys are the latest addition to the Lab’s Advanced Creator Tools deployed in August 2012, and which in turn grew out of work first put to use in the Linden Realms game.

A video helps explain the concept from a user’s perspective.

While the video focuses on using Experience Keys in games, they could conceivably be used in other activities as well: hunts, puzzles, tours – any immersive experience which may otherwise require users to repeatedly give assent for some action to be taken with their avatar.

The Lab is now seeking SL creators willing to join a beta programme and use the new Experience Keys to build a range of “experiences” within Second Life, as the blog post explains:

We used this technology when creating the Linden Realms game, and we’re now ready to start putting this tool in the talented hands of creators in the Second Life community. Experience Keys is a powerful tool, and we need to be sure we test and roll out the feature carefully, so the first step will be a limited beta, then the viewer and server releases shortly after.

Creators wishing to participate in the programme should send an email to slexp_beta@lindenlab.com with “Experience Key Beta” as the subject along with the following information:

  • The experience name.
  • What genre does it fit in?
  • A brief description of the experience
  • How would your customers benefit from Experience Keys?

As noted in the announcement, a more public beta in which users can try out experiences using an Experience Keys project viewer will follow-on from this initial call.

Project Homeless film challenge nets four Second Life finalists

HomelessIn February, and thanks to Jayjay Zifanwe, I carried an article about Project Homeless 2014, a Challenge run by Screen My Shorts Incorporated and the University of Western Australia in partnership with, and sponsored by, the Parramatta City Council.

Film-makers of all ages cultures and ability were invited to submit original creative digital content (conventional film and / or machinima) of between 3 and 10 minutes in length, and based on one of 22 themes on the subject of homelessness. Entrants were asked to nominate two of the themes they would like to film, were then allocated one of their two choices and given 30 days in which to submit a completed film on their allocated theme, either as an individual or team entry. Prizes for the competition amount to $10,000 Aus (L$2.28 Million) cash and prizes, with at least $700 Aus  reserved for Machinima. In addition, stand to have their films exposed on the international stage.

Now Jayjay brings word that no fewer than four Second Life machinima artists are among the finalists in the challenge. They are: Rysan Fall, Tutsy Navarathna, Vilvi Rae and Secret Rage.

Rysan Fall presents Invisible City, a powerful mixed format piece, featuring homeless people discussing their situation, their lives and their history,

Tutsy Navarathna’s Homeless combines footage shot in India and in Second Life to present a film focusing on the growing disparities between the really poor of the world and the very small minority of the very rich. The film also touches on those who have made homelessness a spiritual choice, such as the Sadhu and on ethnic minorities, such as gypsies, who can also find themselves without a permanent home.

Sun Dog by  Vilvi Rae, takes homelessness among young people as its theme, focusing on estimates that around one-quarter of homeless young people in Western countries identify as LGBT, and who cite conflict at home as the main reason for leaving and taking to the streets.

In How Did I Get Here Secret Rage presents a story about the connection between addiction and homelessness, and just how precarious our lives really are.

The award ceremony for the challenge will be held on Friday July 11th, at the Riverside Theatres, Parramatta, New South Wales, Australia.

With congratulations and best wishes to all four finalists.

SL projects update 27/1: server updates, HTTP, group chat hardware updates

Server Deployments – Week 27

As always, please refer to the server deployment thread in the technology forum for any latest news, updates, issues on this week’s deployments.

As many noted on Tuesday July 1st, there was no Main (SLS) deployment, although there was a period of grid-wide maintenance.

There will be no deployments on the BlueSteel and LeTigre RC channels on Wednesday July 2nd. As such, these channels remain with the following simulator releases:

  • Main channel: inventory updates (AIS v3) – 14#14.06.13.29103 (release notes)
  • Bluesteel and LeTigre: LSL support for materials (normal and specular maps, and diffuse texture alpha mode) – 14/#14.06.20.291351 (release notes  – Bluesteel; LeTigre is the same).

On Wednesday July 2nd, the Magnum RC should receive updates to the Experience Tools project, intended to provide, “user facing fixes to address both UI and long-standing HUD updates included in this build.” – release notes.

SL Viewer

There will probably not be any viewer promotion from RC to de facto release this week. The sole RC in the snowstorm RC, version 3.7.11.291465 has yet to generate meaningful stats. Current SL viewers are as listed on the Alternate Viewers wiki page and on my Current Viewer Releases page.

HTTP Pipelining Viewer

Monty Linden has been continuing to work on the HTTP side of things, directing his efforts towards HTTP pipelining, which should yield further benefits in rendering texture and mesh, and in generally efficiency of HTTP connectivity between the viewer and the SL servers. As a part of this, and while it is not formally publicly available as yet, he has produced a viewer using HTTP pipelining.

This has been undergoing testing among a group of SL users, and is showing considerable promise in terms of texture rendering improvements, and a similar level of improvement is anticipated with Mesh.

Whirly Fizzle has produced a video comparing texture rendering between the HTTP pipelining viewer and the current release viewer, with the tests carried out under identical conditions.

Experience Tools

The new Experience Tools project will be officially announced on Wednesday July 2nd, with a blog post, video and the release of a project viewer.

Group Chat

Oz Linden: SL's Technical Director talks about coming updates to Group Chat
Oz Linden: SL’s Technical Director: work is continuing on group chat issues, including hardware upgrades for the service

“We have been looking much more deeply into why the problems which exist than we ever have before,” Technical Director for Second Life, Oz Linden stated at the Firestorm The Future of Second Life meeting on Wednesday July 2nd, in reference to group chat issues. “We’ve added a lot of instrumentation to the way it’s implemented, and we have learnt a lot from that.”

He went on to cover the fact that the Lab has begun to make changes as a result of this data-gathering which are starting to have an impact, although he emphasised that while this work is going to continue in the coming months, there is unlikely to be a single update which will be “the” dramatic change which instantly “solves” group chat lag. Things are liable to be a lot more in the way of incremental improvements (no doubt due in part to the sheer complexity of the chat service).  given this, he also suggested that there may be some fundamental work required in the future which could affect the viewer side of things as well.

He went on to say, “We’re going to be upgrading the hardware that the group chat servers run on, I believe this week or possibly next. We won’t announce when that is, because it would be bad science to tell anybody when it’s happened. We want to watch the stats, we now have very good visibility to what performance and failure rates are. So we have the way to measure what’s going on.”

Fallingwater at Seanchai

Fallingwater at night, Seanchai Library, Kitely
Fallingwater at night, Seanchai Library, Kitely

Back in mid-June, I mentioned that Fallingwater (Kitely) was relocating to the Seanchai Library core world there, the result of conversations between Caledonia Skytower, Shandon Loring and myself. In that report, I covered the physical move itself, relocating the house from a single region to the Seanchai 2×2 core megaregion.

Since then, and as time has allowed, I’ve been gradually re-working the place. Truth be told, I’d never really got it to a “completed” state in two years of having it on a region of its own, and the build really needed some TLC to get materials, etc., properly blended (I’d only just started messing around with them when I stopped working on the place in 2013). There was also much I was less than pleased with in the landscaping – such as the driveway up to the garages and Guest House, the river, and the falls, which I’ve always wanted to re-work.

A part of the revised drive with retaining walls and one of the smaller outdoor venue spots (right). Fallingwater, Seanchai Library, Kitely
A part of the revised drive with retaining walls and one of the smaller outdoor venue spots (right). Fallingwater, Seanchai Library, Kitely

As the house is now part of a themed estate (albeit one where each region effectively has a theme of its own), the land around the house needed a degree of blending so that it would fit the lay of the rest of the estate, and this gave me the excuse I needed to shovel through everything that I’d never really made the time to sort-out.

First and foremost. the falls received a complete face-lift. I’ve always been unhappy with how they looked throughout each iteration of the build, either in SL or Kitely; they never seemed to quite capture the spirit of the original. I’m a lot happier with the re-working. They’re still not “Fallingwater’s” falls – the rocks there are far more angular, but I think I’ve captured more of their “feel” at last.

The revised falls under the Great Room of the house. Fallingwater, Seanchai Library, Kitely
The revised falls under the Great Room of the house. Fallingwater, Seanchai Library, Kitely

Reworking the land meant I could get rid of the two roads leading up the house and replace them with gravel paths with brick shoulders. One of these. I decided, should lead to a stone jetty offering plenty of mooring pace for boats (water is a major feature in the estate), and the other I reworked as the main path connecting the house to the rest of the estate, reach via a bridge spanning the mouth of the river, and which I nabbed from Shandon and reworked a little, adding some wood texturing.

As the house is to be a venue for storytelling, providing space for people to gather has been an important consideration. So to help with this, I decided to thin out the trees a little and provide a couple of open-air spaces which might be used for smaller gatherings. One sits in the curve of the completely re-work driveway (I hated the original in the build, and while I’ve not found any sign of the walls I’ve installed along the drive in the drawings I have of the real Fallingwater, I think they fit the place rather well. beyond the drive, and outside of the walled parking area is another area cleared of trees and which faces out over open ocean to the north, as another space for informal gatherings.

The new "north terrace house" with steps leadig down to the jetty and the Guest House visible in the background. Fallingwater, Seanchai Library, Kitely
The new “north terrace house” with steps leading down to the jetty and the Guest House visible in the background. Fallingwater, Seanchai Library, Kitely

Cale also requested that I provide a space which could be used for meetings, workshops, social events and suchlike, again in keeping with the overall design of the house. This left me stumped for a while, but in the end I came up with a combination of a large cantilevered terrace extending out over the ocean on the northeast side of the island, and a building styled after the Guest House and offering two connected rooms. hopefully these will together provide flexible space for hosting indoor and outdoor events. A set of steps leads down to another set of piers below, and a path arcs around the headland and down to a small cove.

This all sits well below the lie of the rest of the land on the north side of the island, and so hopefully also offers a feeling of isolation from the rest of the build – although a path does link it to the pool patio by the Guest House, the patio also having been extended to provide a further venue for small gatherings.

The jetties on the south side of the island and the house through the trees in the background. Fallingwater, Seanchai Library, Kitely
The jetties on the south side of the island and the house through the trees in the background. Fallingwater, Seanchai Library, Kitely

I’ve add new lighting to much of the outdoors areas – lamps which come on at dusk and turn off again at dawn – which hopefully add some more ambience to the place. There are still some nips and tucks to be taken care of, but overall, I think the major work is done – subject, of course, to Cale and Shandon being in agreement.

I doubt this is the end of my infatuation with Fallingwater; I rather suspect that were the opportunity to arise, I’d happily start fiddling with the SL version once more. However, where Kitely is concerned – given that I have so little time I can spend there – I’m really happy that Fallingwater has a new home and will be put to good use.

You can visit Seanchai Library in Kitely via the Seanchai Library Kitely web page or via a hypergrid teleport from any hypergrid enabled OpenSim grid via:  hop://grid.kitely.com:8002/Seanchai/144/129/29 (main arrival point, Fallingwater is to the northeast).

I "borrowed" a copy of one of the bridges connecting the various locations in the estate to provide a physical and thematic link between Fallingwater and the rest of the estate. Fallingwater, Seanchai Library, Kitely.
I “borrowed” a copy of one of the bridges connecting the various locations in the estate to provide a physical and thematic link between Fallingwater and the rest of the estate. Fallingwater, Seanchai Library, Kitely.