Come see the superheroes of Second Life Dance: The Monarchs!

Superheroes Poster 006

Hi there! It’s your Dance Correspondent, R. Crap Mariner.

There’s big productions, and then there’s really really big productions. Monarchs puts together a few shows a year that are really big, people line up for hours to get into the sim early, and their upcoming Superheroes show is shaping up to be another feast for all senses.

Here’s the show announcement:

Is it a bird? Is it a plane? NO!
It’s dates and times for The Monarchs’ upcoming sim-wide production of SUPERHEROES.

Join us on a mad dash into the world of ultimate good and evil where superheroes always prevail – even if it means destroying a vehicle, a building, a city…or two.

April 20th 9pm // 21st 3pm // 27th 9pm // 28th 3pm

http://maps.secondlife.com/secondlife/Monarchs/151/209/453

~ Monarchs

That’s the TL;DR, but I want to know more. Who are the Monarchs? What makes them different from the other dance groups out there? What does it take to put together one of their productions?

I know I want to know. So, let’s go exploring, shall we?

LET’S BEGIN

I sent Diiar Von Shippe a list of questions. She’s one of the leaders of Monarchs. Despite all the craziness of putting together costumes and sets and dance acts and coordinating all of the performers, she still had the time to answer them for me.

So if I were to say “I teleported over into the landing area of Monarchs and met with Diiar and we sat down and…” like I usually do

https://www.flickr.com/photos/isfullofcrap/41478399462/in/photostream/

I’d be lying. This was me being lazy and not really having a true conversation, so why try to hide it, right? I sent her a list of questions, and she answered them beautifully. My faux-journalist heart wept.

Still she was nice enough to answer these, and I’m very grateful for that, and I hope this gives you some insight into the journey Diiar has taken in Second Life and Dance Performance. (As opposed to the road to burnout and misery I’ve been crawling down. Anybody have a bottle of something?)

Besides, her answers were just so… beautiful, I couldn’t bring myself to edit this down and chop it up. (Okay, I’m lying again. I’m lazy.)

Questions in bold, comments in italics, and she’s in plain text.

Let’s roll.

Tell me about yourself, Diiar.

My name is Diiar Vader Shippe, I am co-owner of The Monarchs dance troupe along with Royal Shippe. I’m also a manager, choreographer, dancer, poster-maker, story-writer, alleged slave driver, part-time workaholic, epic rant writer and much more – though none of that is as interesting as this.

I spend my days nagging at people (mostly Royal), sneaking out to listen to some of SL’s live singers perform – a fairly (re)newed interest of mine – or attending to this distracting little thing called Real Life.

(This is where I’d raise an eyebrow at slave-driver and count the number of exits available to me. Because the last thing I want to do is end up enslaved to a dance performance group and doing their bidding, right?)

How did you get your start in Second Life?

I had to take a class at college some 5-ish years ago where we, at one point, discussed on-line communities. Naturally Second Life came up. Now, my teacher made it sound like a dripping hub of malcontent, pervy freaks – so naturally I had to make an account and go check it out…

I was surprised to find that in between all the specimens that proved my teacher’s case were some real characters and some interesting souls and so…I stuck around.

(Please do not undersell the malcontents and pervy freaks. We have our time to shine, too.)

What got you into dance in Second Life?

After about 6 months of general depravity,

(… awesome!)

I found myself at a dance show at Ellie’s. It was much like the ones you find weekly across the grid these days. Smaller perhaps than most – it never seemed like a long show and I think more burlesque-y for sure than Monarchs is. And I remember they had a great host – I forgot her name, but I’m sure people that went there will remember her. I always thought she had a great style and I took a lot from that when I started hosting a show myself a bit later on.

But I saw absolutely no appeal in it. On the other hand, my company did, and before long I was suckered into their plans to open a theatre of their own.

(This is one of my big fears… getting suckered into building my own dance performance theatre. I’ve already got an almost-always empty venue for my storytelling. God help me if I ever put together an almost-always empty dance performance venue. Thank goodness I’ve used up most of my remaining space on an almost-always empty art gallery.)

That’s where I started – as a hostess. Before long though I had the urge to try my own hand at creating a performance and though I didn’t know how to build (like at all), I had my, embarrassing, début back in 2013. It wasn’t until my 3rd set I finally thought I was onto something and from that point, it’s been a slow, but steady journey to where I am today.

(I’ve noticed that a lot of people have mentioned Ellie’s. I should probably hunt her down and find out what the history is there. After a vacation, I think.)

And then came Monarchs, right?

We have to go about 3 years up in time before Monarchs starts taking shape. And then you have to add Royal Shippe and Myth Raven – my better and worse half in SL respectively, hah!

(For the record, I am my own worse half. Which makes for one and a half me. Maybe I need to redo the math.)

For the longest time, we were joking about how nice it would be having our own troupe where we could set the agenda and where we could do things the way we thought they ought to be done. Now, before I go on, I want to make it clear that we didn’t (and still don’t) think our way is the one and only right way, and in many things, we’re still trying to find a way that makes sense. Personally, I think as long as you have something unique to offer there’s room for a new perspective. We wanted a troupe that focused heavily on quality over quantity, and one where you could never be quite sure what you’d be getting, other than a spectacle and a performance.

(SPOILER ALERT: Monarchs creates excellent spectacles and performances. Just wanted to you to know.)

Just before our début show Myth had to poof to RL and with that we also took a step away from solo dances and the naughtier stuff – which quite naturally gave way to the size shows you see us doing today.

It’s quite a way from joking about it to actually doing it, and I’ve forgotten what the deciding factor was in the end. In any case, Monarchs was born in the spring of 2016. And in the time since then, we’ve gathered together a small but fun group of people that can carry the ambition and continuously put up with our unreasonable antics. And a growing fan base of what I personally believe to be among the most patient people in all of SL, waiting months in silence for us to finish anything new for them.

(On top of that, we’re also the most patient because we get to the sim hours in advance and wait because it always fills up quickly. So, I’m a total idiot for doing this article because now you know they exist and you’ll be fighting for those few seats, too. Remember what Blaze said about being very sad if you miss Cirque? Well, you’ll be sad if you miss Monarchs, too.)

Continue reading “Come see the superheroes of Second Life Dance: The Monarchs!”

2018 SL UG updates #16/1: Simulator User Group

La Virevolte; Inara Pey, March 2018, on FlickrLa Virevolteblog post

Server Deployments

As always, please refer to the server deployment thread for the latest updates.

  • On Tuesday, April 17th, 2018, the Main (SLS) channel was updated with server maintenance package 18#18.03.29.513939, previously deployed to the RC channels and containing internal fixes.
  • On Wednesday, April 18th, 2018, the major RC channels, BlueSteel, Magnum and LeTigre should all be updated with the same server maintenance package 18#18.04.09.514272, containing internal fixes and a fix for BUG-214702.

SL Viewer

With the exception Animesh project viewer (see below), there have been no updates to the current SL viewers thus far in week #16, leaving the pipelines as follows:

  • Current Release version 5.1.3.513644, dated March 27, promoted April 13 – formerly the media update RC – NEW
  • Release channel cohorts:
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Animesh Project Viewer Update

The Animesh project viewer updated on Monday, April 16th. Version 5.1.4.514468 brings the viewer to parity with the current release viewer. In addition this viewer has revised streaming cost/land impact formula for Animesh objects, which are also reflected in ARC (avatar rendering cost) calculations for Animesh items.

In summary, the updates are:

  • Animesh attachment limit = 1: only one Animesh object can be attached to an avatar at a time. This is unchanged from the original estimates.
  • Triangle Count Limit = 100,000: an animesh object (linkset) can have at most 100k triangles, where the count is based on the estimated size of the largest LOD (normally this is the high LOD). This includes all mesh triangles, static or rigged.
  • Land Impact: streaming cost = 15.0 + 1.5 * ktris + cost of non rigged prims: for a rigged mesh prim in an animesh linkset, the streaming cost will be 0.0015 * effective_tri_count – that is, 1.5 per thousand triangles. The value for effective_tri_count is derived from the estimated triangle count of the various LODs in the prim as follows:
    • High LOD: all of the estimated triangle count included in the effective_tri_count.
    • Medium LOD, Low LOD and Lowest LOD: the allowed number of triangles can be up to ½ of the LOD above, or 64, whichever is larger (i.e. Medium can be up to ½ of High, or 64, whichever is larger). If there are more triangles than this limit, that excess will be added to the effective_tri_count.

See Vir’s explanation in the Animesh updated limits and cost formulas forum thread for a complete explanation of these limits and how they have been arrived at.

An important point to note is that these formulas only apply to Animesh; there is a second, and longer-term project – ARCTan – a re-evaluation of all object and avatar rendering costs (and which may see further changes to Animesh calaculations). It is hoped that overall, ARCTan  will improve viewer-side performance and provide creators with positive incentives to build more performant content.

You can find out more on ARTan in this blog post and this blog post in this blog.

Viewer Texture Cache

As noted in several of my TPV Developer meeting updates, Linden Lab are trying to improve viewer caching – starting with the texture cache. Commenting on the work, Oz Linden said, “We’re experimenting with a number of different changes. Some that you might think (I did) would make things better turned out not to, but we’re making progress.” It’s not clear if / when any project viewer utilising any new texture caching capability will be available for general use.

LlRequestUserKey and LlName2Key

The Lab has released two new LSL functions: llRequestUserKey and llNameToKey, both of which are in connection to the upcoming return of Last Names (see this blog post and this blog post for more):

  • llRequestUserKey:
    • Requests the Agent ID for the agent identified by name from the dataserver. The name given may be either the current name of an avatar or a historical name that has been used in the past. If no agent can be found with the supplied name this function returns the value NULL_KEY.
    • It returns a handle (a key) that can be used to identify the request when the dataserver event is raised.
    • Note that agent being searched for with this function does not need to be signed on to Second Life.
    • See the llRequestRequestUserKey wiki page for more.
  • llName2Key:
    • Returns a key the Agent ID for the named agent in the region. If there is no agent with the specified name currently signed onto the region, this function returns the value NULL_KEY. Names are always provided in the form “First[ Last]” or “first[.last]” (first name with an optional last name.)
    • If the last name is omitted a last name of “Resident” is assumed. Case is not considered when resolving agent names.
    • Uses a different mechanism to look up agent information to the older llKey2Name().
    • See the llName2Key wiki page for more.

Kokua: new faces, the future and release 5.1.3.43129/43130

In March I reported that Chorazin Allen, had joined the Kokua viewer development team. He volunteered after Nicky Perian’s decision to step back from day-to-day management of the project, announced in October 2017 to allow him to enjoy more of his retirement, failed to elicit hoped-for volunteers to take over the general management of the project.

Chorazin, although he modestly describes his C++ coding skills as “rusty” (causing him to initially hold back from volunteering sooner), has considerable experience in project management, software development and build experience coupled with many years of experience of in-world LSL scripting and working with RLV/RLVa.

Since joining Kokua, he has been getting familiar with the rest of the Kokua team, and together they have been working on updates to the Second Life viewer to bring it up to parity with the current Linden Lab code base, including full integration with the Alex Ivy 64-bit code. I’ve been tracking these updates – made through the projects Sourceforge pages, rather than being “official” releases, for the past few weeks via my Current Viewer Releases page and my weekly viewer release summaries.

Kokua: The Future

On April 15th, this work reached a point where the team were ready to resume making formal Kokua releases, and to publish a blog post outlining the viewer’s future development. I strongly urge all Kokua users to read this post in full, and am only bullet-pointing the key elements here:

  • Until such time as an OpenSim developer can join the project, Kokua will only be actively maintained for use with Second Life.
  • Kokua for Second Life will be developed as a 64-bit bit viewer only, offering both RLV and non-RLV variants.
    • The Windows and Mac versions will be actively maintained, based on Linden Lab’s  Alex Ivy 64-bit code base.
    • Effort will also be put towards a 64-bit Linux flavour of the viewer based on the Lab’s Alex Ivy code. However, this will doubtless be dependent on the Lab’s broader attempts to work with the Linux community to develop a 64-bit Linux viewer.
  • In keeping with a request from Linden Lab, the major version numbers for Kokua releases will reflect the Lab code base release they are based on. So, for example Kokua 5.1.3.xxxxx indicates it is based on the Lab’s 5.1.3 code base.
  • Legacy 32-bit versions of Kokua will remain available via the download page, but will not be actively maintained.
  • The Kokua group within Second Life is the preferred medium for user-to-user support and will also be used for group notices about new versions or other significant developments. All other channels of outward  communication (IRC, Twitter, etc), have been discontinued.
  • The Kokua wiki will continue to be used for viewer release notes (as seen in the viewer when a new version is launched) and for the summary of current versions and download sites.
  • The preferred method of inward  communication to the team is via a ticket raised in Sourceforge against the Kokua Project.

Kokua 5.1.3.43129/43130

The formal release the release of Kokua’s Alex Ivy based 64-bit viewer for Windows and Mac, offers the viewer in both RLV (5.1.3.129) and non-RLV (5.1.3.43130) variants on both platforms. It brings with it a full parity with the Second Life viewer up to and including (at the time of writing) the current official release viewer, 5.1.3.51364, formerly the Media Update RC viewer. The RLV version of the viewer also gains parity with RLV 2.9.23.0.

Performance Feedback Capabilities

The core element of the updates made by the Kokua team comprise new performance and information feedback capabilities, including the ability to report on changes in the number of scripts in a region, changes in the server channel with changes of region.

All of the new settings can be found in two new Preferences tabs: Preferences > Kokua > Performance 1 and Preferences > Kokua  > Performance 2:

  • Performance 1 deals with notifications on entering a new region and agent (avatar) and script notifications, which must be enabled on a group basis – agent and / or script notifications, and then individual options within group set as required.
  • Performance 2 provides notifications on Frame Timing and Basic Performance.

In addition, it should be noted that:

  • Performance 2 also includes a check box to display the information from these features either as a notification in the top right of the viewer window and in chat history, or have them only displayed in chat history.
  • All of the options have default values which are intended to be representative of fairly average performance. If you aren’t familiar with what they do, it is probably preferable that you don’t randomly enabling them, as you could end up  swamped in notifications and feedback.
  • It is important to not that any changes made relate what is reported by the viewer and when – changing these values does not change actual simulator performance.
The new Preferences > Kukua Performance 1 tab, allowing users to set notifications for region, agent (avatar) and script notifications.

Some of these options mirror similar capabilities found in other TPVs – such as reporting a change in the server channel when moving between regions; others may be of more benefit to region holders and their estate managers than they are for general consumption. The idea with them is not to simply turn everything on, but to select those options which might be of specific interest.

For example, while knowing how many avatars (agents) are in a region might be of use to some users when hopping about Second Life, information on how the physics  simulation is performing or on overall timing information within a region, together with the active object count and script count is only likely to be of interest to those managing a region. Similarly, enabling the Physics time section of the frame monitoring options in the Performance 2 tab could help creators monitor vehicle performance during testing (e.g. on region crossings.

The new Preferences > Kokua > Performance 2 tab, providing Frame Timing and Basic Performance notifications

For a more rounded examination on how these options might be used, please refer to the Kokua release notes, which provide a range of examples of now the tabs might be used. It should also be notes that general “real-time” monitoring of the options provided can also be done via the Statistics (CTRL-SHIFT-1) and Scene Load Statistics (CTRl-SHIFT-2) floaters. Finally, those particularly interested in learning more about the viewer’s statistics reporting abilities and on tuning viewer performance should refer to the Viewer Statistics wiki page, and the Viewer Performance Knowledge Base article respectively.

Feedback

While the lack of OpenSim maintenance for Kokua – at least until such time as an OpenSim developer volunteers to work with the team, as noted – will probably be lamented in some quarters, the “return” of mainstream release announcements of Kokua, together with information how the viewer’s development will proceed into the foreseeable future is to be welcomed.

That Kokua is only being maintained on Windows 64-bit might cause frustration for some. However, given that systems capable of running 64-bit Windows (e.g. supplied with more that 4Gb of RAM) are far more prevalent on the marketplace; ergo, the decision to focus the team’s limited resources on providing support for the one flavour of Windows  makes sense.

It’s hard to judge how well the two new Performance tabs will be utilised. Aso noted, for the likes of those engaged in region management, or scripting, they could potentially be very useful. For others, the tabs might rarely see the light of day. But that’s what TPVs are about – providing choice for users.

I’ve not had an opportunity to run Kokus 5.1.3 hard, having only spent part of a morning bouncing around SL with it. However, in that time I found it to be (as usual) robust and providing frame rates and general experience with the official viewer and – on a frame rate basis – somewhat above that managed by Firestorm on the basis of very rough-and-ready “like for like” testing across some of my preferred regions where things like agent numbers., etc tend to remain constant.

Additional Links

Salar de Uyuni in Second Life

Maison de L’amitie: Salar de Uyuni

Update September 2019: Maison de L’amitie has relocated.

Maison de L’amitie, the Homestead region held by Corina Wonder, is generally associated with beautiful landscapes such as this 2017 coastal setting. So I was a little surprised when good friend (and region discoverer) Shakespeare, sent me a slightly cryptic IM suggesting I go take a look. Intrigued, I hopped over – and surprised by what I found.

Sitting on an endless, plain sit two Jeeps, one of which is occupied by a Labrador dog. Overhead is a blue sky under which fluffy clouds are passing, reflected in the shallow waters covering the plain – and that is all there is. I was initially mystified until I read the About Land description: Inspired by Salar de Uyuni.

Maison de L’amitie: Salar de Uyuni

Located in the Daniel Campos Province, in south-west Bolivia, Salar de Uyuni is the world’s largest salt flat, covering an area of some 10,582 square km (4,086 sq mi), sitting at an elevation of 3,656 m (11,995 ft) above sea level. It was formed as a result of the evaporation of prehistoric lakes.

Despite its extreme size, and with the exception of Isla Incahuasi located in the centre of the flats, the elevation within the region varies by under one metre (3.3 ft) across its entire area. This, coupled with the shallow covering it during the winter months, have led to Salar de Uyuni being referred to as the “world’s largest mirror”, and is frequently the subject of photographs that (if you’ll pardon the pun) reflect this fact – as seen below.

Salar de Uyuni. Credit: Takashi Nakagawa

It is in celebration of such images that Maison de l’amitie has been made over: a near-perfect flat expanse over which hangs a perfect sky, the two Jeeps emphasising the mirror-like finish. It’s a simple, elegant setting which, after the initial surprise of its bareness, can captivate. However, in order to full appreciate it, do make sure that you hop into you viewer’s preferences and go to Graphics > (Advanced) and make sure the Water Reflections option is set to Everything.

Another thing Salar de Uyuni is famous for is humorous forced perspective photographs, such as the one shown below, by Danish traveller Miriam. It would be interesting to see if Second Life users can use Maison de L’amitie’s tribute to the region in a similar manner.

Salar de Uyuni via Adventurous Miriam

Despite its apparent harshness, Salar de Uyuni is an extraordinary place – potentially one ripe for features to be added to Maison de L’amitie – although adding too many could spoil the impact. The salt flats are, for example, a major breeding ground for several species of flamingos; whilst located close to their expanse is the train cemetery, recalling the time when trains used to haul minerals from the region to the Pacific coast ports.

A uniquely curious setting, one that has can exercise a strange draw on the eye.

Maison de L’amitie: Salar de Uyuni

SLurl Details

2018 viewer release summaries week #15

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates for the week ending Sunday, April 15th

This summary is generally published on 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 5.1.3.513644, dated March 27th, promoted April 13th – formerly the media update RC – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Love Me Render RC viewer update to version 5.1.4.514437 on April 13th.
    • Ouzo Maintenance RC updated to version 5.1.4.514434 on April 13th.
  • Project viewers:
    • No Updates.

LL Viewer Resources

Third-party Viewers

V5-style

V1-style

Mobile / Other Clients

  • MetaChat updated to version 1.2.5 on April 13th.

Additional TPV Resources

Related Links

Tales of fantasy in Second Life

Seanchai Library

It’s time to highlight 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 home at Holly Kai Park, unless otherwise indicated.

 

Monday, April 16th 19:00: Fantasy Warm-Up A Wee Taste of Pratchett

Caledonia Skytower prepares for Fantasy Faire, readings selections from Terry Pratchett’s The Wee Free Men (Discworld novel 30).

“Another world is colliding with this one,” said the toad. “All the monsters are coming back.”

“Why?” said Tiffany.

“There’s no one to stop them.”

There was silence for a moment.

Then Tiffany said, “There’s me.”

Armed only with a frying pan and her common sense, Tiffany Aching, a young witch-to-be, is all that stands between the monsters of Fairyland and the warm, green Chalk country that is her home. Forced into Fairyland to seek her kidnapped brother, Tiffany allies herself with the Chalk’s local Nac Mac Feegle – aka the Wee Free Men – a clan of sheep-stealing, sword-wielding, six-inch-high blue men who are as fierce as they are funny. Together they battle through an eerie and ever-shifting landscape, fighting brutal flying fairies, dream-spinning dromes, and grimhounds – black dogs with eyes of fire and teeth of razors – before ultimately confronting the Queen of the Elves, absolute ruler of a world in which reality intertwines with nightmare. And in the final showdown, Tiffany must face her cruel power alone…

In a riveting narrative that is equal parts suspense and humour, Carnegie Medalist Terry Pratchett returns to his internationally popular Discworld with a breathtaking tale certain to leave fans, new and old, enthralled.

Tuesday, April 17th 19:00: National Lampoon’s Doon

In a distant galaxy, far, far away, a plot is brewing as vast and elaborate as the Empire itself…

Evil powers plot to harvest the wild pools of beer that grow only on the savage, sugar-swept world of Doon, take control of the native pretzel population, and turn the plucky little orb into the lounge-planet of the universe!

And only one man, Pall Agamemnides, heir to a dukedom can stop the galaxy-wide web of conspiracy and intrigue that is being fomented, and bring an end to the threat facing Soon.

Although reliant on a knowledge of both Frank Herbert’s sprawling story of Dune and Herbert’s often heady and flowery prose, Ellis Weiner’s tongue-in-cheek Doon is a masterpiece, offering a perfect parody of Herbert’s novel and brilliantly and accurately mimicking his prose.

Wednesday, April 18th 19:00: Merlin’s Dragon

Long ago, at the dawn of Merlin’s world, a strange little creature named Basil appeared. Part lizard, part bat, his eyes glow with a mysterious light.

When Basil discovers a threat to his world and to Merlin, he begins an epic journey that takes him from the Great Tree of Avalon to the outermost edges of the spirit realm. But his boldest journey will be to face his own deepest fears. And only if he survives can he save Merlin – and find his future.

So reads the cover description for The Dragon of Avalon, part of T.A. Barron’s Merlin Saga series, a trilogy of stories within the series charting Basil’s rise from humble beginnings to the greatest dragon of all time, loyal to Merlin and protector of Avalon.

Join Faerie Maven-Pralou as she delves in Barron’s magical realm.

Thursday, April 19th 19:00: The Halls of Story, Fantasy Faire

19:00: X-Files: Paranormal Quest

With Shandon Loring. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

21:00: Seanchai Late Night

Contemporary Sci-Fi with Finn Zeddmore.

 


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