Anu’s mystery in Sansar

Anu

I first became aware of Anu’s existence in Sansar courtesy of a Product Meeting which took place there. Built by AnuAmun (aka (AnuAmun Alchemi in Second Life), it is an intriguing build, bringing together a curious mix of ancient and future, in what is simply described as “a happy place, filled with smiling faces”.

The first thing that tends to strike visitors on arrival is the lighting. Set at what appears to be sunset, the sky a burnished orange, the lighting is one of the major features of the experience – as becomes clear as you explore. The spawn point seems to be the corner of a park, and gives the first indications of the juxtaposition between old and possibly futuristic: the ground is partial covered with strange hexagonal elements, themselves covered in part by soil; odd metal structures and panels sit with ruined stone walls and bare rock faces.

Anu

Facing the spawn point is a set of aged stone step and footpath, guarded by plant-bearing statues and lit by tall (electric? gas?) lamps. These point the way to a small greensward, again mixing futuristic metal stairs and free-standing hexagons with more traditional park benches. More stone steps set into the slope lead the way up to a paved plateau where sits what might be an old temple, the stonework weathered and partially exposed beneath what might once have been pristine white daub, but above which rises a new-look tiled roof.

Alongside this temple is a small, more modern-looking building, the walls neatly squared and at least partially covered in a painted stucco finish and the windows neatly framed in wood.  Empty inside, save for s set of stairs, this smaller building has both a balcony and rooftop terrace for looking out over the scene. The temple is more impressive: the wide, tall windows with their intricate stone arches suggest windows from a Norman cathedral, and allow the light of the lowering sun to stream through in streams of God rays, illuminating the temple’s interior and the cobbled area before it.

Anu

While seemingly natural from above, the plateau on which these buildings sit overlooks a lower area, paved by a mix of the hexagonal elements and stone, and where the sides of the “plateau” reveal they are the walls of an industrial-looking structure built back into the hill. Thus the question is raised: which came first: the industrial-like structure with its walls partially scrawled with graffiti, or the temple above it?

The area before this (non-accessible) structure can be reached via a slightly circuitous route from the spawn point – just wall out onto the grass to the right of the park area where the table and chairs can be seen, and follow the route under the stone arch a short distance from them, and you’ll find the way. This route also provides access to an old stone stairway climbing another hill, where sits a large platform facing the temple across the shallow valley between the two – although (at the time of writing) there’s no means to reach the top of the platform.

Anu

Walk to the paved area before the more industrial elements beneath the temple site, and you’ll find a bridge spanning the steam flowing through the setting, and which provides access to a long tunnel burrowing under the platform-topped hill. There’s also a lighthouse-like tower rising from a corner of this paved area, a further set of step apparently providing access to it – although for some reason attempts to access it bounce you back down the steps.

All-in-all, Anu is a mystical, mysterious setting. You can’t help but feel there is a story waiting to be told here – a story yet to reveal itself. I’ve no idea if the experience is still a work-in-progress, but parts of it had that kind of feel about it notably around the structure on which the temple sits, the tunnel through the hill across the valley, and the area around the platform above it. If it is a WIP, then further visits may well be in order to see how it develops, and whether that story starts to unfold.

Experience URL

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SL project updates week #49: server, viewer, e-mail verification

Borneo; Inara Pey, November 2017, on FlickrBorneoblog post

Server Deployments

  • On Tuesday, December 5th, the Main (SLS) channel was updated with the server maintenance package  17#17.11.17.510835, previously deployed the three RC channels. This comprises:
    • IMs sent to an off-line resident will only be sent to verified email addresses.
    • Internal Changes to Outgoing Emails.
  • On Wednesday, December 6th, the three RC channels should be updates with a new server maintenance package, 17#17.12.01.511131, comprising “internal improvements”.

E-mail Verification

The Main (SLS) server deployment sees a further step in the Lab’s plan to reduce the volume of e-mail traffic it generates by only sending e-mails to those addresses Second Life users have actually verified as being valid with Linden Lab (see Making Email From Second Life (More) Reliable).

With this deployment, and if you have not verified your preferred SL-related e-mail address with Linden Lab, you will no longer receive off-line IMs as e-mails. So, if you haven’t already done so, ad wish to continue receiving off-line IMs as e-mails from wherever they originate in-world, make sure you have verified the e-mail address recorded in your viewer  with Linden Lab. Should you require detailed instructions on how to do this, please refer to my blog post Important: verifying your e-mail address with Second life.

SL Viewer

The Project Render Viewer updated to version 5.1.0.510978 on December 4th (although the wiki page still lists it as dated November 30th). All other viewers remain unchanged from week #48 at the time of writing:

e have been no SL viewer updates since the end of week #45, leaving the current viewer pipelines as follows:

  • Current Release version 5.0.9.329906, dated November 17, promoted November 29th – formerly the “Martini” Maintenance RC
  • Release channel cohorts:
    • Wolfpack RC viewer arrived, version 5.0.10.330001, released on November 30.
    • Alex Ivy 64-bit viewer, version 5.1.0.511060, December 1.
    • Voice RC viewer, version 5.0.8.328552, October 20 (still dated Sept 1 on the wiki page).
  • Project viewers:
  • 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.

Marketplace Listings Issues

For the last 10 tens there have been on-going issues with Marketplace items becoming unlisted/ associated with their related items. The issues have been subject to continuing investigation. The Lab has also been attempting to recover listings as investigations have continued. On Monday, December 4th, the Grid Status Page was updated:

Identified – We have identified a solution to this matter and are actively working through the support cases and JIRA tickets that have been submitted. If you have been affected by the issue (Marketplace listings unlisting) and have not reported it to us yet, please file a support case. Thank you again for your patience as we slay this dragon.

To which Oz Linden added, during the Simulator User Group on Tuesday, December 5th:

We found and fixed some problems and repaired many listings. I won’t claim we found all problems because I have no way to be sure of that (ever) … Anyone who lost a listing should file a support ticket. We have a process in place to recover the listings we can. So far I believe that’s most of them.

Enhanced Environment Project

Rider Linden is working on the Enhanced Environmental Project (EEP), which comprises a number of changes to how environmental (Windlight) settings are handle. They include the ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level; a new environment asset type that can be stored in inventory and traded through the Marketplace / exchanged with others; scripted, experience-based environment functions, an extended day cycle and extended environmental parameters.

This work, which involves both viewer and server-side updates, is generally part of my CCUG meeting updates. However, Rider is still considering how best to convert existing custom Windlight settings people have created into inventory assets. If anyone has any ideas on how to make this work, to please file a JIRA for the Enhanced Environmental Project, and ask in the description that it be brought to his attention.