Sleuths from the past and tales through time

It’s time to kick-off another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s Second Life home at Bradley University, unless otherwise indicated.

Sunday, February 19th 13:30: Tea Time Mysteries!

Seanchai Library launches a Tea Time series, featuring everything non-Holmesian from Christie to Hamett, classic sleuthing to hard-boiled detectives of the noir-ish hue.

red-wind

This week: Raymond Chandler’s Red Wind  continues with Kayden, Cale, and John.

There was a desert wind blowing that night. It was one of those hot dry Santa Anas that come down through the mountain passes and curl your hair and make your nerves jump and your skin itch. On nights like that every boozy party ends in the fight. Meek little wives feel the edge of the carving knife and study their husband’s necks.

So opens Chandlers 1946 Red Wind. Regarded as one of the classic openings for a noir story, it follows Philip Marlowe who, initially a bystander in a bar, witnesses an odd exchange between a man and a bartender concerning a woman, whom the man describes in great detail.

The conversation ends when another man in the bar kills the questioner, and Marlowe decides to delve into matters himself…

Monday, February 20th 19:00: The Crucible of Time

crucibleGyro Muggins concludes reading the fix-up by John Brunner. First published as two-part story which appeared in Isaac Asimov’s Science Fiction Magazine, it’s an ambitious tale of alien intelligence which grew to a series of six linked tales pushed as a single novel in 1983.

Far off in space is an alien race which is so much like us, yet so un-alike. From the birth of their earliest civilisation through to their attainment of star flight as their star system passes through the galaxy, we follow their development through the ages.

Aquatic by nature, this race presents some significant challenges well outside the realms of anything encountered by humanity. But they are also driven by all too familiar hopes, fears, desires, needs, wants, prejudices, impact of religious ideologies, and the quest for knowledge we have experienced in the growth of our own civilisation.

Charting six periods of time, each a thousand years after the previous, the six stories focus on the efforts of a group of individuals in each era as they face one or more challenges, their success in overcoming these challenges inevitably leading them towards a greater understanding of their planet’s plight, and ultimately, the ability to deal with that plight and the survival of their civilisation.

Tuesday, February 21st 19:00: A Monstrous Regiment of Women

Concludes with Caledonia Skytower.

Wednesday, February 22nd 19:00: The Winter of Our Wodehouse

Trolley Trollop reads selections from P.G. Wodehouse.

Thursday, February 23rd

19:00: HG Wells’ A Story of the Stone Age

Shandon Loring reads H.G. Wells’ 1897 short story set within the stone age and focusing on Ugh-lomi.

Attracted to the young woman Eudena, he kills his rival for her attention and the de facto leader of their tribe, Uya. Forced into exile as a result, Ugh-lomi becomes the first man to  fashion an axe using wood and stone, and ride a horse. His use of the weapon helps him survive a range of encounters with wild animals. Ultimately, he returns to his tribe and claims leadership for himself.

21:00: Seanchai Late Night

Science fiction with Finn Zeddmore.


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

The featured charity for January / February is Heifer International, working with communities to end world hunger and poverty and to care for the Earth.

SL project updates 7/3: TPVD meeting

Hobbiton, Dragon Island; Inara Pey, February 2017, on FlickrHobbitonblog post

The notes in this update are taken from the TPV Developer meeting held on Friday, February 17th, 2017. The video of that meeting is embedded at the end of this update. My thanks as always to North for recording and providing it.

SL Viewer

[00:28] The current official viewer pipelines are as follows:

  • Current Release version: 5.0.1.323027, dated January 25, promoted February 3 – formerly the Maintenance RC viewer.
  • RC viewers:
    • Maintenance RC viewer version 5.0.2.323567 dated February 14th – a range of improvements and features
    • Love Me Render RC viewer version Version 5.0.2.323361, dated February 9th – rendering pipeline fixes and improvements
  • Project viewers:
    • Project Alex Ivy (LXIV), 64-bit project viewer version 5.1.0.501863 for Windows and Mac, dated January 10th
    • 360-degree snapshot viewer, version 4.1.3.321712, dated November 23, 2016 – ability to take 360-degree panoramic images – hands-on review.
  • Obsolete platform viewer version 3.7.28.300847 dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

[00:38] The 64-bit viewer work is proceeding on three fronts:

  • A major update to process management and how viewer updates to users are handled (which includes the update mechanism recognising which version – 32-bit or 64-bit – should actually be installed on a PC for Windows)
  • Adding 64-bit Havok support for the Mac OS X build, and building the OS X build using Xcode 8
  • A new structure for handling Chrome Embedded Framework (CEF) and VLC for media support. This will bring all platform versions of the viewer up to the same VLC version and remove QuickTime support from the OS X build (although some QuickTime media may still play, depending on how VLC picks them up, but the Lab is not explicitly supporting QuickTime).

The next update to the Alex Ivy project viewer will depend on which of these update paths clears QA first, and whether any jointly clear QA close enough to be merged into a single update.

[02:29] Updates to the 360-snapshot viewer remain on hold pending the completion of the 64-bit viewer CEF work.

HTTP Asset Fetching

[03:09] As noted in my Content Creation User Group update, the Lab is commencing work in moving more assets for delivery via HTTP / the Content Delivery Network(s) or CDNs.

This work builds on the undertaken in 2013/14 to move avatar appearance information and texture and mesh assets delivery away from UDP and through the simulator, to faster, more reliable delivery via HTTP / CDNs, and will encompass the following assets: landmarks, gestures, animations, sounds and wearables (system layer clothing).

Vir Linden is leading the work, which should hopefully eventually remove more of the “non-simulation” message handling for assets away from the simulators to more reliable and faster HTTP delivery. This in turn should result in something of a performance boost in simulator performance, particularly for busy regions. Once the work has been completed, it will mean that the UDP message support for these types of asset transfers will be removed from both the simulator and the viewer code.

Voice Updates

[11:55] The next batch of Voice updates is being tested, and there is a problem with position updates not working correctly so that unless you are facing east, voices do not seem to come from the correct direction. Once this particular issue has been fixed, it is anticipated the updates will appear in at least a project viewer, although this may still be a while.

Music Streaming Default Volume

[13:15] The first TPVD meeting for 2017 included a discussion on audio streaming autoplay found in the official viewer, and the problems this can cause new users. As a result of that discussion, the Lab agreed to revisit the default media volume setting in the viewer, but a change has yet to be made.

Region / Estate Ban List

The Estate / region ban list (highlighted)
The Estate / region ban list (highlighted)

[15:38 – 19:42] Currently, the region / estate ban list is confined to a small area within a tab on the estate tools, sharing the space with 3 other lists. It is also non searchable, and when a region – for whatever reason – has a very long ban list, trying to clear the list down based on names / offensives can prove difficult due to the amount of scrolling required to locate, highlight and remove names deemed to no longer be a problem.

The Lab is sympathetic to the issue, and has suggested that rather and a JIRA being filed requesting changes to the current ban list display, a broader discussion is opened between the Lab and TPVs on how best to present the region / estate ban list, etc (e.g. whether they should have their own floater panel / tab within the viewer, with search capabilities, etc). The likely forum for this will be Oz Linden’s Open Source meeting, which takes place on Wednesdays, 07:00 SLT.

E-mail Verification

[23:45] On January 28th, I blogged about verifying e-mail addresses associated with Second Life. The Lab is now working on a number of projects which will require users to have verified e-mail addresses in order to receive information.

Remember: just because you are currently receiving e-mails from Linden Lab does not necessarily mean your e-mail account is verified. You must go through the verification process via your dashboard. Failure to verify your e-mail could eventually result in things like off-line IMs to e-mail failing, merchant notifications failing, etc., and the Lab switches services over to only sending to verified addresses. You many not even be able to request an account password reset if your e-mail address is not verified.

Therefore, if you haven’t already done so, please refer to the blog post linked above, and verify the e-mail address you use with Second Life.

Other Items

Script State Breakage in No-Mod Items

[08:49] A rare, but potentially nasty bug has surface which can result in permanently breakage of scripts in No Mod (/No Copy) objects – see BUG-41379.

Essentially, if an avatar is force teleported home (e.g. as a result of encountering an in-world security system), and their home location is unavailable that the time of their teleport (e.g. it is being restarted or off-line), they will be logged out. On re-logging, scripts in attachments are no longer functional, as they’ve been set to not running.

If the attachments have modify permissions, the scripts can be reset / set back to running. However, with No Mod items, the scripts are permanently broken. Providing the item is Copy, and the original is still in inventory, then it should be possible to “fix” the problem by using a new copy of the item. However, if the item in No Copy as well as No Mod, then it is effectively broken.

The Lab has accepted the bug and will be investigating.

Lab Holiday

[14:46] Note that Monday, February 20th is a holiday at Linden Lab (Presidents Day in the USA). Operations and support will be running as usual.

Lab: new Community Platform coming for Second Life

secondlifeUpdate, March 6th:  Data is still being ported to the new platform and the launch remains delayed, with no further ETA.

Update February 24th:  The new community platform is now expected to launch on Tuesday, February 28th., 2017.

On February 17th, Linden Lab announced the Second Life Community Platform will be undergoing update to a “fresh look and feel”, with the new layout scheduled to open its doors on Monday, February 27th, 2017.

However, ahead of the launch, there will be some important points to note. All of the data held within the existing platform – blog posts, images, forum posts, and so on must be migrated across to the new platform in order to ensure continuity.

This means that from Tuesday, February 21st, all of the existing forums will be switched to READ ONLY. During this period, the forums will be open to browsing / reading, but it will not be possible to create new threads, reply to posts, etc.

Providing all goes according to plan, the new-look community pages will launch on Monday, February 27th, and full forum posting capabilities will be restored.

The Lab will provide updates on the migration / launch of the community pages through the blogs during the transitional period.

The change marks the first major overhaul to the Community Platform since 2011, when the current Lithium-powered platform was launched. An example of the new look for the platform is included in the blog post to give an idea of the layout (the actual content is entirely mocked-up and not related to any real information), and I’ve reproduced it below.

New Second Life Community page layout - note the images and text content are placeholders. Click for full size
New Second Life Community page layout – note the images and text content are placeholders. Click for full size

In overall look, the new layout broadly follows that seen with the Community Landing pages, the website log-in page, etc., offering a consistent look-and-feel when compared to many of the Lab’s other Second Life web properties. Usability can obviously only be judged once the new set-up is live, of course, and I’ll have an update once the new service is live.

In the meantime, keep an eye on the official blogs for updates on overall progress with the migration.

Sera’s Lost World in Second Life

The Lost World - Oyster Bay
The Lost World – Oyster Bay

Sera Bellic has re-opened her Oyster Bay region with another new look for visitors to enjoy. Sera uses the region to help promote her business of region design, and as such periodically changes its look to offer people a new glimpse of her skills and ideas. For this design, she offers visitors the opportunity to go all Cousteau and take a dive – literally – into The Lost World; so swimsuits are advised!

Visitors arrive to find the majority of the island has been flooded; a single sandbar, richly shaded by palm trees lies to the north-west side of the region, while a small volcanic island smoulders in the diagonally opposite corner. Other than a couple of rock formations peeping above the water, these comprise the entire landmass. There is, however, a glass walkway leading out over the waves brushing against the sand, leading the way to a modern, white cylindrical building sitting on a circular platform. It bears the legend The Poseidon Complex  – but the strap line suggests this might be more than the name of a project ;-).

The Lost World - Oyster Bay
The Lost World – Oyster Bay

Drop through the diving hole within the cylinder (touch the door if it isn’t already open), and you’ll enter an undersea world of ancient ruins, schools of fish, roaming sharks and undulating stingrays. Across the sandy sea bed stand numerous ruins and statues, with coral beds and the wreckage of ancient chariots scattered between.

Could this be a part of the fabled Atlantis? Possibly. The statues and some of the buildings seem appropriate for the legend; but travel to the great rotunda and pass inside, and the paintings inset into the upper walls of its great circular chamber appear to be from a far later period than history normally ascribes to Atlantis. Thus, a little riddle exists within the ruins.

The Lost World - Oyster Bay
The Lost World – Oyster Bay

But it is outside, beneath the waves, which perhaps holds the attention the most. Fish flicker and gleam in the rays of the sun as they break through the sea above, casting rays of light down towards the sandy floor. The majestic rays swim singly or in pairs, “wings” rising and falling almost hypnotically, while sharks also patrol, also individually or in pairs.  Between they is plenty of room to swim or walk. For those who prefer, there is a mini-sub rezzer (be aware that the sub will appear and then move overhead, so you may have to cam up to find it), which adds a little additional fun to visits.

The Lost World is not an extensive build – which is actually what makes it  pleasant, easy visit. There are places to sit down and rest, both on the sand bar and under the waves, so if you feel like spending time there, it needn’t all be swimming, walking or sub driving.

The Lost World - Oyster Bay
The Lost World – Oyster Bay

SLurl Details

SL project updates 2017-7/2: Content Creation User Group w/audio + HTTP assets

The Content Creation User Group has re-formed out of the Bento User Group, and is held at the Hippotropolis Camp Fire Circle. Imp costumes entirely optional :D .
The Content Creation User Group has re-formed out of the Bento User Group, and is held at the Hippotropolis Camp Fire Circle. Imp costumes entirely optional 😀 .

The following notes are taken from the Content Creation User Group meeting, held on  Thursday February 16th, 2017 at 1:00pm SLT at the the Hippotropolis Campfire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are available on the Content Creation User Group wiki page.

Core Topics

  • HTTP asset fetching
  • Potential project: animated objects

HTTP Asset Fetching

In 2013 / 2014, the Lab made a huge change to how avatar appearance information and texture and mesh assets are delivered to users, shifting them away from UDP (User Datagram Protocol) delivery through the simulators, to HTTP via Content Delivery Networks (CDNs) – see my past reports on the HTTP updates. and CDN work.

As was indicated at several TPV Developer meetings recently (see here for an example), the Lab has been looking to move more asset types for delivery over the CDN, and this work has now started, with a focus on animations and sounds. This should see improvements in both the speed and reliability of assets, which should be particularly beneficial to animations.

The work is in the early stages, and progress will be tracked through my SL project updates.

Potential Project: Animated Objects

A topic of common conversation at various user group meetings is that of animated objects – e.g. objects which can be animated but which are not necessarily part of the base avatar mesh, and / or things like non-player characters (NPCs).

Decent NPC a possible future project? Lab wants feedback on use-cases for animation objects
Decent NPC a possible future project? Lab wants feedback on use-cases for animation objects

While it is still very speculative, the Lab is considering how this might be done and what sort of applications people would use such a capability for. One idea has already been extensively documented – “created agents”, which are avatars which do not necessarily have a connection to a viewer in order to operate – see feature request BUG-11368.

The main aim would be to use the same base avatar skeleton for this work, as well as it being compatible with existing rigged objects, rather than introducing something like custom skeletons (seen as a much bigger project). A lot would also depend up things like performance impact (if the simulator is operating a certain volume of NPCs or ridable objects, for example, then these could impact on resources which might otherwise be used by avatars, etc).

One potential way of achieving desired results would be to animate rigged meshes using the avatar skeleton, but without necessarily having the actual avatar base mesh underpinning it. For example, when we use a mesh body for our avatars, we use the base avatar, but hide it with an alpha mask, with the avatar skeleton animating the worn mesh. With an animated object utilising the skeleton, there is no real need to have the underpinning base avatar, as it would in theory never be seen.

One issue is that many mesh models are multiple parts, therefore some means would be required to control them, and this could be lost without the base avatar, together with the ability to attach static objects to something like an NPC. Hence the idea put forward in BUG-11368; the “created agent” would effectively be a special object class, providing the means for multiple animated meshes to operate in concert.

It is unlikely that the bone limit for a given object would be raised to accommodate animated objects, as this is pretty much a limit imposed by people’s graphics cards. During testing, the Lab found that if too many joints are defined for a single object, some graphics cards are unable to render the object correctly. This impact has actually already been seen with some Bento content (FIRE-20763).

Other aspects which would have to be considered are things like Land Impact. Avatars don’t have a land impact, but that may have to change in the case of animated, avatar-like objects – again, seen the performance concerns above. There are also some concerns over possible griefing vectors.

Performance-wise a potential benefit would be animated objects would not require alpha swapping, which requires a fairly hefty performance hit – but this could be countered to a degree (and depending on where you are and how animated objects are used) but the volume of animated objects around you.

Right now the idea is still being discussed internally at the Lab – there is no defined project. However, if you have views on things, attending the Content Creation meetings would be a good place to get them heard.

Other Items

Applying Baked Textures to Mesh Avatars

Still under consideration is a project to allow baked textures to be applied directly to mesh avatars (see here for more). This is still under consideration, but has yet to be formally adopted by the Lab as a project.

Modelling for Efficient Rendering

The subject of efficiency and LODs was the focus of an extended conversation. As I reported in my last Content Creation UG meeting report, Medhue Simoni has been producing a series on the use of Level of Detail (LOD) to help with generating rendering efficient models in Second Life. All three parts of the series are now available on his YouTube channel, and he and I will be discussing them in this blog in the very near future.

Horizons land auctions: final round-up

The Horizons land auctions having finished
Horizons: rounding-up the land auctions

On Tuesday, November 15th 2016, the Lab launched the Premium members’ Horizons community, a “retro-futuristic” mainland environment featuring 36 residential regions each with 24 parcels available for auction to Premium members, with auctions commencing on Friday, November 18th 2016, with parcels being auctioned in batches of (generally) 10.

Obviously with 864 parcels to auction, it would take some time to get through things, but Whirly Fizzle and I decided to monitor things to see how they progressed, and I gave a brief snapshot at the end of the first week of auctions, and another when the auctions reached a half-way point.  The final lots of parcels was auctioned on the 12th-14th February, and given this, I’d thought I’d round-out the updates with an overall look at things.

All L$  / USD figures are approximate and based on available data. Some approximations have been made using the average parcel price for a region if the actual bid price was missed in collating data (applies to a total of 8 parcels across 864). The US dollar figure is based on a rate of L$260 to the US dollar.

SUMMARY OF AUCTION BATCHES AND TOTALS
Batch
No. Regions
No. Parcels
Total L$
Total USD
Batch 1 10 240 8,744,976.00 33,634.52
Batch 2 8 192 4,304,186.00 16,554.56
Batch 3 8 192 3,334,978.00 12,826.84
Batch 4 10 240 4,489,691.00 17,268.03
TOTALS
36
864
20,873,831.00
80,283.95

Note: a total of 4 regions have been re-auctioned; however, two may have been re-auctioned as a result of original bidder defaulting on payment, as the parcels were apparently re-auctioned without being claimed. If the original payments were made, then a further L$59,131 / approx US $227.42 should be added to the appropriate totals.

Unsurprisingly, this batch of auctions drew the highest bid prices, due in part to the fact that two of the region – Horizons Apollo and Horizons Pandora – have genuine access to sailable open water – the open water to the west, north and east of the Horizons regions currently represent the grid edge, and is not accessible.

Both Batch 1 and Batch 2 were part of my half-way report, and since then, there has been some juggling between those parcels initially put up for sale, those initially offered for rent, and those offered for either rent for purchase.

For those interested in a more granular breakdown of auctions by batch / region, a complete set of tables is available here. The following tables provide a breakdown of parcel usage, based on original bidder’s actions with the parcels they obtained.

GENERAL STATUS OF PARCELS – ALL REGIONS, 864 PARCELS
Parcels Obtained For
Auctioned Sale Rent Either Comm. Private Unkn Re-auct’d
Batch 1 240 100 59 13 4 17 46 1
Batch 2 192 57 55 24 7 13 35 1
Batch 3 192 101 15 37 2 11 26 0
Batch 4 240 69 57 17 5 10 82 0
TOTALS 864 327 186 91 18 51 189 2

Notes

  • Comm = obtained for commercial use
  • Private = obtained for residential or group use
  • Unkn = those most likely obtained for sale / rent but which either have not (as yet) been offered for either / do not appear to have been made available (parcel holders did not respond to enquiries)
  • The re-auctioned parcels are limited to those were a second payment for the re-auction amount can be confirmed. As noted above, two other regions re-auctioned may not have been paid for by the original bidder prior to being put back up for auction. These are currently available for rent, and have been classified in the Batch 2 rental figures.
SNAPSHOT OF PARCELS OFFERED FOR SALE BY ORIGINAL BIDDER
Total for Sale Unsold
Commercial
Private
Offered for re-sale / rent Withdrawn from sale
327 180 23 31 81 12

Notes:

  • “Offered for re-sale / rent” indicates parcels purchased from original bidder and offered for sale / rent by purchaser
  • “Withdrawn from sale” indicates parcels initially offered for sale by bidder, but then set to  “not for sale” & with no indication they are available for rent.
SNAPSHOT OF PARCELS OFFERED FOR RENT BY ORIGINAL BIDDER
Total Offered for Rent Available for Rent
Rented Commercial Rented Private
186 157 12 17

 

SNAPSHOT OF PARCELS OFFERED FOR SALE OR RENT BY ORIGINAL BIDDER
Total Offer for Sale / Rent Available
Sold Rented
91 64 10 (5 on resale) 17

Notes:

  • Of the 10 sold, the 5 not up for re-sale have been sold for commercial / private use
  • The 17 rented parcels represent a mix of commercial and private use

General Observations

General interest in Horizons appears low – however, this many change now the auctions have finished. Currently, most of the land sales which have occurred post-auction have been between those land resellers / renters originally bidding on the parcels, rather than onward selling to those interested in using Horizons as either a home or a business location.

Sale prices across the  regions appear to be settling into the mid-20K through mid-40K range, although some – notably those with direct open-water access  (as opposed to river / canal access) or perceived water access can carry a premium. Rentals appear to remain at low ebb. As noted previously, this could be down to a lack of direct promotion by those offering them for rent.

Of the 189 listed as “unkn”, almost all are held by those selling and / or renting parcels, so it is not unreasonable to anticipate these being made available for sale / rent if / when current offerings are sold / rented.  One of those holding such parcels did confirm they would be offered for rent, but declined to indicate when.

Those interested in Horizons parcels – whether to purchase (Premium) or rent (anyone), should tour the regions with care. A number of parcels are offered for rent / sale offering boat docking where this is not strictly accurate (e.g. the parcel doesn’t directly join water, or the water it faces is actually off-sim). The regions are also unzoned, so judging how well they may keep to the desired theme is hard to quantify. There are a number of decidedly “non-sci fi retro” buildings across the regions, but many of these are place holders, and should be seen as indicative of the overall region styling.