RFL 2016: A Stand for Hope in Second Life

via the A Stand for Hope website

Running through until Sunday, April 16th, is A Stand for Hope, in aid of Relay for Life of Second Life 2016. The event is in two parts: the Stand Up Best DJ on the Grid competition, and Hope: A 2016 Relay for Life Photography Exhibition.

Stand Up Best DJ Competition

Having kicked-off on March 12th, the Stand Up Best DJ competition is now reaching the final stages, which will take place over the weekend of Saturday and Sunday the 26th / 27th of March and the 2nd / 3rd of April respectively.

Each weekend for the last two weeks, seven DJs have been going head-to-head for they title of Best DJ on the Grid 2016 and a prize purse, providing the best in music and entertainment whilst raising money for RFL of SL in the process. The standings are determined by a combination of judges’ scores and total donations for RFL of SL raised; with two rounds still to go, you can see the overall standings here, and learn about the seven participating DJs.

The Stand for Hope Best in DJ venue offers a street party atmosphere
The Stand for Hope Best in DJ venue offers a street party atmosphere

The schedule for Best DJ can be found on the A Stand for Hope events calendar, and you can join in the fun, dancing and fund-raising at the Best DJ in SL street party venue in-world over the next two weekend, as noted above. Already over L$250,000 has been raised across the first two weekends of heats, so with our help, the competition could raise a cool L$500,000 (roughly US $2,000) for RFL of SL.

Hope: A Relay for Life Photo Exhibition

The Hope: A Relay for Life Photo Exhibition launches on Saturday, April 9th, and will run through until Saturday April 16th, inclusive. For the event, 25 Second Life photographers have paired with 25 cancer survivors and caregivers. The survivors and caregivers will share their story of dealing with the impact of cancer in their lives, with the photographers supplying a portrait of each of them.

The stories and portraits will be displayed in a special gallery from April 9th through 16th, and to help raise money for RFL of SL, a silent auction will be held during the exhibition period. In it, the photographers will be offering a portrait package / photo-shoot opportunity to their respective highest bidders. In addition, there will be the opportunity to bid on a spot in the autumn course with Visionaire Institute of Photography, and single portraits by special guest artists Skip Staheli, Magissa Denver, and Natzuka Miliandrovic.

You can find out more about the participating artists, survivors and caregivers via the A Stand for Hope website. In addition, I hope to preview the exhibition ahead of its opening on April 9th. You can also visit the 2015 Stand exhibition on-line, and read my review of that exhibition.

Related Links

Strawberries with Cica in Second Life

Cica Ghost: StrawberryLand
Cica Ghost: Strawberryland

Strawberryland, which opened on Wednesday, March 23rd, is the latest full region installation by Cica Ghost – and for those with a love of strawberries, it offers a feast for the eyes – a rolling field of them!

“I didn’t plan this,” Cica told me, as we discussed the build. “Every day in front of my building, I see a guy selling things [like strawberries].”  And so,as the gardener nurtures their planets and fruits (or pseudo fruits), Cica tended to this thought and a few others, growing them into another delightful installation for us to explore and enjoy, full of treats of its own.

Cica Ghost: StrawberryLand
Cica Ghost: Strawberryland

One thing the visitor will immediately notice is that this is no ordinary crop of strawberries; they are on a huge scale, as are most other things in the region (see the image below for a sense of size – not the figure standing near the tricycle). The latter take the form of stone-flagged terraces and large structures (one of which forms the landing point), connected by grassy trails.

Three of the terraces feature Cica’s familiar and delightful figures: on one, a woman pegs out her sheets to dry in a gusting wind, while on another two children stand with hands tightly gripping the strings of their balloons as the wind tries to snatch them away. Then, on the third, a man stands next to a wall, paintbrush in hand, splashes of colour on the wall – and his clothes and face – his expression suggesting he’d really rather be somewhere else.  Between two of these scenes stands a woman feeding a gaggle of geese, the wind catching her hair as she does so.

Strawberryland
Cica Ghost: Strawberryland

Nor is this all that’s to be seen; the structures can be entered and explored, while giant children’s toys sit here and there, and everywhere places to sit can be found, be it on the huge leaves of strawberry plants or oversized picnic benches, or the toys and massive furnishings, while off to one side sits a little (comparatively speaking!) greenhouse in which a single strawberry plant grows.

With Cica’s signature characters and sense of whimsy, Strawberryland is a thoroughly enjoyable visit, delightful on the eye and bound to have you smiling.

Cica Ghost: StrawberryLand
Cica Ghost: StrawberryLand

SLurl Details

Essence and existence in Second Life

DaphneArt: We Are No One
DaphneArts Gallery: We Are No One

“In We Are No One, artists, Jammie Hill and Joslyn Benson, seek to approach the eternal existential quest of the individuals  … In the beginning, we only exist, ‘we are no one’ but material. We are nothing else but what we make of ourselves …  We, human beings, create our own values and meanings for our lives, but this responsibility may bring a sense of anxiety, anguish and fear.”

Thus Daphne Arts curators SheldonBR and Angelika Corral state of their current guest artist exhibition. We Are No One is a series of evocative (and predominantly nude) images by (and of) artists Jammie Hill and Joslyn Benson which offer a rich mix of human emotion: the aforementioned anxiety, anguish and fear, together with comfort, fragility, longing …

DaphneArt: We Are No One
DaphneArts Gallery: We Are No One

While both artists have enjoyed an exhibit in the past, We Are No One presents a series of images exclusively produced for the DaphneArts  exhibition, their collaborative approach to art resonating with Angelika and Sheldon, who also collaborate with ideas, themes and presentations, as evidenced by Shadows of a Dream, hosted by Dido Haas at Nitroglobus Hall, and which you can read about here.

“Sheldon and I like to say that our works are having a ‘conversation’,” Angelika notes of their work. Sheldon agrees, adding, “For this reason we asked Jammie and Joslyn to exhibit here at DaphneArts.” Angelika then concludes, “There is a connection between them in their work.”

DaphneArt: We Are No One
DaphneArts Gallery: We Are No One

And this is clearly evident in the pieces displayed on the ground and lower floor of the 3-storey gallery. Nude images they may be, but it is the emotional content which strikes the observer, rather than any statement of sensuality or nudity. The emotive resonance in the pieces continues through to the upper floor of the gallery, where Sheldon has a series of his RL drawings on display, and the complimentary approach to the subject matter is clearly in evidence between his work and that of Jamie and Joslyn.

We Are No Open is a powerful exhibition, and should be running through until at least mid-April, possibly a little longer. It marks the first in an ongoing series of such events at DaphneArts which will see Sheldon and Angelika inviting artist who they feel match their approach to art to display at the gallery – and potentially collaborate with them on joint exhibitions.

DaphneArt: SheldonBR's work
DaphneArts Gallery: SheldonBR’s work

I  know that on the strength of this exhibit, I’m looking forward to making return visits to DaphneArts, and reporting on future exhibitions held there.

SLurl Details

Visiting Nowhere in Second Life

Nusquam; Inara Pey, March 2016, on Flickr Nusquam – click any image for full size

Nusquam (latin: “nowhere”) is an atmospheric homestead region designed by Randi Lenroy, and which is currently featured in the Destination Guide Highlights for the week ending March 18th, 2016.

The name for the region becomes evident on arrival: the setting echoes the looks and feel of so many remote coastal regions to be found around the world – Canada, America, Europe, Australia, South America, New Zealand, it could well be anywhere. And so, because of all these echoes, it is in fact, nowhere other than where our imaginations decide to set it as we wander its rugged and open spaces.

Nusquam; Inara Pey, March 2016, on Flickr Nusquam

The Landing point is located in the north-easy corner of the region, within a barn spanning an old railway line. The tracks run from north-west to south-west, running along the eastern seaboard before rising to run back westwards along the south side of the region,  coming to an abrupt end at the ruins of a trestle bridge. This in turn suggests that the region was once connected to somewhere, further inviting our imaginations to extend or create a setting for the region.

Within the arms of this sweeping, undulating track – which frankly, has seen better days and was doubtless abandoned following the loss of the bridge to Wherever, is open farmland. This is neatly dissected into two fields by a dirt track pointing the way to an old workshop and barn, complete with a makeshift pier, the possible home for two fishing boats lying offshore.

Nusquam; Inara Pey, March 2016, on Flickr Nusquam

A lighthouse sits atop the highest point on the land, occupying a rocky shoulder in the south-east of the island. The spur of the railway line sweeps by outside, just the other side of a cement wall, to continue out along a  finger of rock, open sea on one side, narrow watery channel on the other, on its way to the bridge to (or is that from?) nowhere.

The lighthouse, barn and workshop are the only structures on the land, although it is clear this is still a place of work: hay bales are neatly rolled, a tractor has been working in one of the fields, whilst someone has been using another in an attempt to shift a fallen tree. Whether the latter came down by accident or design is hard to tell, but the way the telegraph poles are angled as they run beside the old train line suggests this place can suffer from high winds at times, so perhaps age and the weather took its toll on the tree.

Nusquam; Inara Pey, March 2016, on Flickr Nusquam

Horses roam one of the fields, their sleek coats suggesting they are well cared-for, adding a further sign of long-term habitation here, and giving the visitor more hints by which they can weave a tale of their own about the place. East of the railway tracks, the unsurfaced road continues, passing a small parking lot bearing a sign promising fried chicken and gasoline further inland.

An overgrown board walk winds its way from this to barn landing point, while the road quietly dips under the lapping waves on the east side of the island, again suggesting this is a place that was one somewhere – or at least linked to somewhere. now a young apple tree rises slowly from what’s left of the track, a silent sentinel warning the onward progress is perhaps not advisable.

Nusquam; Inara Pey, March 2016, on Flickr Nusquam

With it’s rugged, looks and open spaces, complemented by a subtle sound scape which is more noticeable along the coastline than further inland,  and presided over by a dusky windlight which plays beautifully with lighting as you cam around, Nusquam presents the perfect  destination for whenever you feel like you’d like to go Nowhere.

SLurl Details

Of rocks and ruins

The new flagstone courtyard at the entrance to our island ruins, which helps integrate the pavilion (centre right) with the rest of the design
The new flagstone courtyard at the entrance to our island ruins, which helps integrate the pavilion (to the right) with the rest of the design

Another month, and another weekend fiddling around with the home island (we’ll get there one day…!). I’m not entirely sure how it all started, other than thinking the “bath house” ruin on the mid-level of the island looked in need of something. So, up went additional walls, a shifting of a few things, and so matters snowballed a bit 🙂 .

The result is that the ruin with the bath is now the remains of a fair-sized 2-storey structure which now contains the steps linking the upper and mid levels of the island, making things a lot tidier. This in turn allowed the water feature on this level to be revised, with new shorter board walks making it easier to cross the water and leaving it more open. Some additional tweaks to the waterfalls improved things a little more as well, offering a more natural flow through from the main pool.

The extended "bath house" ruins, sitting below the house, and reached via revised board walks
The extended “bath house” ruins, sitting below the house, and reached via revised board walks

As someone asked me after I last wrote about the island, the main component used in building the ruins has been Rya Nitely’s mesh Medieval Ruins. Available as either a pack sold through his SL Marketplace presence or via his in-world store, the various parts can also be purchased individually in-world as well. I like these as they are modifiable, and so can be both resized (with care, where doorways are concerned) and re-textured to fit with most designs. They can also be easily tweaked here and there with the addition of a prim or two.

Rya’s pieces aren’t the only elements I’ve used to create the ruins, but they are the most numerous. Alongside of them, and equally invaluable in bringing things together, has been Alex Bader’s Lush and Enchanted Wall texture pack. This has allowed me to give a (largely) uniform stone wall finish to all of the various part of the ruins, which also include (as I’ve mentioned in the past) Kriss Lehmann’s beautiful Forest Ruins Tower, together with Reid Parkin’s Mesh Ruins and the .:BTH:. Medieval Ruined Chapel (which I’ve extensively modified).

The new "bath house" ruins now also contain the steps linking the house with the mid-level of the island
The new “bath house” ruins also contain the steps linking the house with the mid-level of the island

One part of Rya’s set which has come in handy this time around is the stone flooring segment. I’ve always been a little bit bugged by the layout of the lower section of the ruins, and the stone flooring segments have provided the means to solve the problem. So we now have a flagstone courtyard linking the island entrance with the chapel and tower stairs, as well as providing a home for the old well.

The stone flooring has also allowed us to better integrate the Trompe Loeil Rustic Pavilion, thanks to a quick swap-out of the latter’s base for some prims to give it a suitable finish. With a footpath of nicely uneven (as with age and settlement) stone slabs, the lowest level of the island now looks more like a complete whole, rather than an assortment of bits occupying the same space.

The flagstones and new path - finishing touches?
The flagstones and new path – finishing touches?

The finishing touch came via a suggestion from Caitlyn: adding ivy to help break-up the stone walls and give a further sense of age. Once again, Kriss Lehmann had just what we needed, with vines “borrowed” from the Forest Ruins Tower which, with a little reshaping and rotation, fitted well with the “bath house”, towers and the chapel.

So is this it finally for the island? Well, we do still have the upper level lawn to think about. Caitlyn has already suggest a croquet court might be in order – so who knows 🙂 .

SL project updates 16 12/1: server, viewer, Aditi inventory

The Trace; Inara Pey, March 2016, on Flickr The Traceblog post

Server Deployments

On Tuesday, March 22nd, the Main (SLS) channel was updated with the improved server maintenance project previously deployed to the three RC channels. This comprises server script fixes (not LSL changes) and internal improvements.

There are no planned deployments for the RC channels for week #1. However, there will be a new RC deployment in week #13 (week commencing Monday, March 28th). the Slow-down in updates remains due to ongoing infrastructure and OS updates occurring across the servers.

SL Viewer

Current Release Viewer

As noted in my last update, the most recent Maintenance RC was promoted to the de facto release viewer on Thursday, March 17th. What I didn’t mention then, and should have done, is that this viewer, version 4.0.2.312269, includes the Lab’s fix for issues of Calling Card duplication.

This means that anyone using as version of the official from this version forward should no longer have issues with calling cards being duplicated, although an initial deletion of cards may be required to clear away any current duplicates with the Calling Cards inventory folder (and any sub-folders within it).

There have been no further updates to the official viewers so far this week, leaving the list of RC cohorts and project viewers as:

  • Current RC cohorts:
    • HTTP updates and Vivox RC viewer, version 4.0.3.312684, dated March 18th
    • Quick Graphics RC viewer, version 4.0.2.312297, dated March 11th, providing the new Avatar Complexity options and graphics preset capabilities
  • Current project viewers:
    • Project Bento (avatar skeleton extensions) viewer, version 5.0.0.311861, dated March 2nd
    • Oculus Rift project viewer, version 3.7.18.295296, dated October 13, 2015
  • Obsolete platform viewer version 3.7.28.300847 dated May 8, 2015.

Aditi Inventory Syncing

The new process for syncing inventories between Agni (the main grid) and Aditi (the Beta grid) is now live.

This means that, going forward, a user’s Aditi inventory will no longer be overwritten when they change their password and log-in to Aditi, nor will a password change be required to trigger an Aditi inventory sync.

Instead, anyone logging-in to Aditi will automatically have their inventory copied from Agni to Aditi a part of a new process (run at about 06:00 SLT each day). This will happen each time a persona logs in to Aditi, unless their inventory is already flagged for copying, and instead of overwriting a person’s existing Aditi inventory, the incoming Agni inventory will be merged with their existing Aditi inventory, with checks to avoid unnecessary duplication of items each time this occurs and to ensure thing like Trash contents and COF aren’t copied as well.

There does appear to be a possible issue with the syncing, however, with some reports that textures and snapshots unique to Aditi inventories may be getting deleted as a part of a merge between the two. Further investigation is being carried out to see if this is actually the case.