Lab brings a little Skrill to provide additional payment options

secondlifeOn Tuesday, January 12th, the Lab announced the provision of new payment options for Second Life users, through a partnership with Skrill, the UK-based e-commerce business that allows payments and money transfers to be made through the Internet.

Under the new arrangement, Second Life users have further options for their payment activities, including like buying L$ and paying account fees, as well as additional local currency options for Residents outside the United States.

The service actually soft-launched a few weeks ago, and according to the Lab, has seen some very positive results to date, hence the announcement. However, some users outside of those trying the service may have additionally noticed that Skrill themselves announced their partnership with the Lab earlier in January 8th, when they issued a press release on the matter, which reads in part:

New York, NY – 8 January 2015: Leading digital payments company, Skrill, today announces a collaboration with Linden Lab to integrate the Skrill Digital Wallet as a payment option for users of Second Life, the Internet’s largest user-created virtual world.

Skrill’s Digital Wallet provides users with a secure and easy method to send and receive Linden Dollars. Skrill 1-Tap, Skrill’s recurring payment solution, allows users to enter their information only once to enable continuous payments thereafter with just one tap or click.

As noted in the Lab’s blog post, any Second Life users with a Skrill account can now add it to their payment options under the Billing option on their secondlife.com dashboard.

SL users with Skrill accounts can add them to their SL billing options
SL users with Skrill accounts can add them to their SL billing options

While the service can currently only be used for any payment transactions (operating just as a credit card would), the Lab note that they hope to extend the service to encompass the processing credits (redemptions) to Skrill accounts in the future.

Given that many SL users have problems in using Credit Cards with the platform, or are unable to use PayPal, the arrangement with Skrill potentially offers a method by which they can better carry out payments and L$ purchases.

If you wish to find out more about Skrill, please visit their website.

Related Links

SL project updates 2015 week 3: server, viewer, misc

SoHo New York; Inara Pey, January 2015, on FlickrSoHo New York (Flickr) – blog post

Server Deployments – Week 3

There was no Main (SLS) channel deployment on Tuesday, January 13th. As indicated in my last update, Wednesday, January 14th should see a new server maintenance package deployed to all three RCs.  This comprises:

  • A fix for BUG-8002 “Experience Tools] Allowed & Blocked experiences are lost with parcel subdivision”.
  • Crash mode fixes
  • Code clean-up around region crossing.

The region crossing improvements are for avatars only (not vehicles), and were described by Simon Linden, speaking at the Server Beta User Group meeting on Thursday, January 8th as, “all internal and pretty minor, so please don’t get hopes up for performance improvements,” and being about “clean-up and small polishing.”

Upcoming Deployments

Avatar Attribute Testing Fix

Oz Linden Linden chaired the Simulator User Group meeting, Simon being away on a skiing vacation
Oz Linden Linden chaired the Simulator User Group meeting, Simon being away on a skiing vacation

Note: no time frame has been set for the following, so it may not appear for another few weeks.

The Lab expects to have a server-side update running soon which, while perhaps not directly noticeable to users, should make it easier for testing new avatar attributes as they are being developed by the Lab.

In summary, the current approach means that when a new avatar attribute is being tested, the attribute must be understood by each region the avatar visited; if the avatar passes through a simulator that could not identify the attribute (e.g. the attribute is only supported on a server RC channel and the avatar testing it crosses into a simulator region running on the Main channel), the value assigned to the attribute is lost, and cannot not be easily recovered (simply crossing back into the simulator region with the necessary support, for example, would not restore the attribute value).

The new update will fix this issue and will thus make it easier to test new avatar features. Potentially, one of the first of these that will benefit will be the new avatar height offset capability.

SL Viewer

The HTTP Pipelining viewer, version: 3.7.24.297623, was updated to the de facto release viewer on Tuesday,  January 13th.  This viewer provides reduced pipelined texture and mesh fetching time-out so that stalled connections fail quickly allowing earlier retry, with the time-out value changed from 150 seconds to 60 seconds.

Mesh Import Project Viewer

Chairing the Simulator User Group meeting on Tuesday, January 13th,  Oz Linden indicated that a project viewer is in the works which contains “a bunch of fixes” for mesh imports to SL. Details on precisely what issues are addressed weren’t given, but those interested might want to keep an eye on the Alternate Viewers wiki page, and I’ll of course have updates and information here as and when the viewer appears.

Webkit Replacement

Webkit is a third-party library used within the viewer for a number of tasks. For example,  it powers the built-in web browser, and is used to display profiles (unless you’re using a viewer supporting legacy profiles). It is also used with like Media on a Prim (MOAP) and many in-world televisions. However, it has been something of a problem for the Lab,  with out-of-date libraries and other issues.

During 2014, Monty Linden carried out work to improve things, but the aim has always been to replace it with the Chrome Embedded Framework (CEF).  However, this project got sidelined in the push to implement a new tool chain for viewer building, and implement a new autobuild process. This work is now very near to completion for both the Mac and Windows versions of the viewer (Linux is lagging behind, unfortunately), and the hope is that attention will again be focusing on the CEF work in the near future.

Z-offset Height Adjustment

The new "z-offset" adjustment means you'll be able to "fine tune" your avatar's height when sitting, standing, etc., in addition to general adjustments made using the hover capability
The new “z-offset” adjustment, once available, means you’ll be able to “fine tune” your avatar’s height when sitting, standing, etc., in addition to general adjustments made using the Avatar Appearance hover capability

This is intended to provide a means of on-the-fly adjustments to be made to an avatars height above the ground / objects and which can be used whether the avatar is standing or sitting, without the need to use the current Appearance hover slider. It will work in a manner similar to the old z-offset height adjustment found in some TPVs, and will likely comprise a slider access through the avatar right-click context menu.

As I’ve previously reported, Vir Linden has been working on this for a while, as a result of a direct proposal from TPV developers setting out the problem of avatar height adjustment introduced by the deployment of server-side baking and the avatar appearance “hover” parameter (which the new capability is designed to compliment, rather than replace).  The indication are that a project viewer with the new capability will be appearing “very shortly”.

Getting a little Debonair

The DSA Debonair C33 with floats attached
The DSA Debonair C33 with floats attached

Not too long ago, I wrote about my acquisition of the DSA Beechcraft King Air C90 GTX.  At the time I reviewed it, I mentioned it was somewhat bigger than my “ideal” ‘plane. Well, if only I’d been a little more alert. Not that I’m in any way disappointed with the King Air, I hasten to add (other than the issue in getting it up ramps and out of the water when using the floats), but rather because DSA are, at the time of writing, currently running a special promotion on their Beechcraft C33 Debonair.

This is a variation on the famous Bonanza design, but with a more familiar vertical tail, rather than the latter’s V-tail. However, what matters here is the Debonair comes as a “combo” plane; like the King Air, it can switch between floats and conventional undercarriage with a single command, and is presented, fully-functional, under the promotional offer at the princely some of – L$200!

The Debonair in its default textures and, beyond it, my custom version (some may notice a certain similarity with King Air I recently purchased!)
The Debonair in its default textures and, beyond it, my custom version (some may notice a certain similarity with King Air I recently purchased!)

Obviously, at that price, the Debonair is an absolute bargain (so much so that when I told a friend, they leapt onto the Marketplace and bought two – one for their main account and one for their primary alt account), and I had to pick one up.  And what a bundle of joy!

This is an aeroplane that, given it likely runs the same scripts as the King Air, actually handles somewhat better, with very smooth region crossings for the most part (other than SL occasionally causing the camera to jump from the default view to one set a good ways back from the ‘plane) – no that the King Air was particularly rough. More to the point, with the floats in use and their wheels deployed, the Debonair can climb the ramp of most slips a lot easier than the King Air. I’ve tried my home ramp – although that’s now becoming redundant – the Hollywood airport slip ramp and Honah Lee Surf, and with a little power and a tap of the brakes, the Debonair took all three, where the King Air would frequently bury itself in the ramp / the terrain behind the ramp.

The DSA aircraft HUD, as presented with the Bonanza / Debonair
The DSA aircraft HUD, as presented with the Bonanza / Debonair

Being a smaller aircraft than the King Air, the Debonair only sits four, and is a bit of squeeze, but makes for a cosy flight :). As with the King Air, undercarriage options (wheels or floats) can be selected at any time, making landing options very flexible (although you can obviously make a runway landing with the floats attached, thanks to them having their own wheels.

Re-texturing the plane is pretty easy, as one would expect from a DSA plane. Download the maps from the DSA website (they’re labelled “Debonair” on the site, but the ZIP file and textures are all labelled “Bonanza”; this isn’t because they are the wrong files – as noted above, the Debonair is a variant of the Bonanza, and so uses the same texture files. the textures are supplied in .PSD, JPG and (some at least) X2 formats. However, I did note that float textures are currently absent the set (I simply re-used my King Air float textures).

The Debonair is a delight to fly and the DSA scripting makes STOL flights a joy
The Debonair is a delight to fly and the DSA scripting makes STOL flights a joy

You can use Local Textures in the viewer to carry out “test fits” of your own designs prior to uploading anything and incurring costs; just make sure you select the required face of the plane when doing so, obviously, and be aware that you’ll need to use the same texture a number of times to achieve a finished result (e.g. you’ll need to use the wing textures individually on the wings, flaps, ailerons, tail & rudder).

Those who read my article on the King Air will see that I went for a similar colour scheme with the Debonair, and the little ego touches! OK, so I now have THREE ‘planes with the same registration, but I think I’ll be OK with the CAA / FAA! 🙂

All told, the Debonair is a great little aeroplane, and one I’ve been having a great deal of fun with – and likely will continue to do so. Certainly, as while the promotional offer is running, it is a genuine bargain.

Comparing size: the C90 King Air (to the rear) and the C33 Debonair side-by-side, and me for a sense of scale
Comparing size: the C90 King Air (to the rear) and the C33 Debonair side-by-side, and me for a sense of scale

Related Links

Set phasers on fun: the 2015 SL Sci-Fi Convention is coming!

posterThe 2015 SL Sci-Fi will be lifting-off on Friday, February 20th and will remain in orbit with hailing (and transporter) frequencies open through until Sunday, March 1st 2015, inclusive.

Now in it eighth year, this annual event in support of Relay for Life of Second Life, will be offering “six sims of imagination” for visitors to explore and enjoy, whether or not they are science-fiction fans.

The theme for this year’s event is “sci-fi resorts”, which will see the ground level of the six regions landscaped to provide a range of resort-style environments from a coastal lagoon to high mountains.

And for the first time, there will even be facilities in space, as vendors are given the opportunity to use booth areas placed at between 1000 metres and 1200 metres as well, or can have orbital skyboxes at 2000 metres. “A convention supplied  Transport shuttle will fly around the participating exhibits, & convention amenities and décor will make it rival the ground for fun!” The organisers note.

2015 Convention Map with some of the builder’s influences and ideas for our exhibitor
2015 Convention Map with some of the builder’s influences and ideas for our exhibitors (via the SL Sci-Fi convention website)

In the spirit of the theme, the organisers have drawn-up a short-list of potential names for each of the six regions for the convention, drawing on locations from a range of science-fiction films, series, comics and books (such as Pern Sound, from Anne McCaffrey’s Dragonriders books, Sihnon from Firefly, Wrigley’s Pleasure Planet, from the original Star Trek TV series, Fhloston Paradise from the %th element, and more – see the complete list for all of the names, and those interested are being asked to vote for the name they’d like to see used on each of the six regions.

Vendor / merchant registrations are also open, and there are a variety of booths and package options available. If you’re interested in being a vendor, please visit the Booth Information Page.

As well as vendors and merchants, the convention well feature a range of activities and entertainments across the 10 days it is open, including a scavenger hunt, an amusement park, live music, theatrical presentations and more.

To keep up-to-date with planning for the conventions and key announcements, keep an eye on the SL Sci-Fi Convention website.

2015 Viewer release summaries: week 2

Updates for the week ending: Sunday January 11th, 2015

This summary is published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.

Official LL Viewers

  • Current Release version: 3.7.23.297296 – no change –  download page, release notes
  • Release channel cohorts (See my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • HTTP Pipelining RC viewer updated to version /3.7.24.297623 on January 5th, 2015 – reduced pipelined texture and mesh fetching timeout so that stalled connections fail quickly allowing earlier retry. Timeout value changed from 150 seconds to 60 seconds (download and release notes)
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V3-style

  • RLV updated to version 2.9.5 on January 9th and then to version 2.9.6.1 on January 11th (release notes)

V1-style

  • Cool VL Viewer updated on January 10th, the Sable branch to version 1.26.12.26 and the legacy branch to 1.26.8.84 (release notes for both)

Mobile / Other Clients

  • No Updates.

Additional TPV Resources

Related Links

One Billion Rising; join the Revolution!

I recently reported that One Billion Rising will be taking place again this year, on Saturday, February 14th, and will this year carry the theme of revolution.

As with recent years, the event will be marked in Second Life, with music and dancing,  information on the OBR movement, and more.

However, in order for the event to run smoothly, the organisers are seeking organised, enthusiastic and dependable volunteers to fill a range of roles, including: Stage Managers, Greeters,  Press Liaison, and people to collate information for the OBR in-world kiosks.

If you would like to volunteer your time, whether for just a couple of hours or for longer, please complete the application for below.

In addition:

  • If you are interested in writing about the event, or filming it, please complete a press application form
  • If you are interested in sponsoring the event, please contact Samantha Ohrberg in-world.