Sansar: R26 – the thumbs-up release

The new avatar VR gesture and ability to hold objects correctly – parts of the R26 Thumbs Up release. Credit: Linden Lab

On Tuesday, October 9th, Linden Lab issues the October release for Sansar (R26). Called the thumbs-up release, it includes some significant updates and additions, not all of which I can review in-depth, simply because they are VR-oriented. However, the VR such is not perhaps the most significant element within the release – although it is impressive.

This article is designed to provide an illustrative summary of the release, but do note the lack of an VR headset and controller on my part means that any features described in detail here are looked at from the Desktop Mode.

The full release notes for R26 are available here.

Permissions / Licensing System

This is perhaps the most anticipated element within the release. With it, content creators can now set permissions against their goods, allowing them to be sold and re-sold via the Sansar Store.

Resale Price and Buyer’s Permissions

Sansar’s permissions system is built around the concept of the supply chain: creators can sell complete items “as is”, or they can create items – such as components as well as complete objects like a house or a suite of furniture, etc.,), expressly for other creators to use in their own creations which can also be sold on to consumers, with both the maker of the object and the creator of the original item receive payment.

This means, for example, a creator might make the engine and gearbox for use in cars and place them for sale / resale in the store for use in vehicle products built by others. When one of those vehicles is subsequently sold, the creator of the engine / gearbox receives a commission from the sale.  To achieve this, the permissions  / licensing system has two key elements:

  • The Resale Price: set by the original creator, it defines the price at which the item must be resold and is their commission on any re-sales of that item / any objects in which it is used. So using the car engine / gearbox example, if the resale price for these is set at S$400, then anyone building a car using them must factor this amount into their car price, as the engine / gearbox creator will receive S$400 from the sale of each car using the engine / gearbox.
  • The Buyers Permissions: set by the creator of an object sold via the Store, these define what purchasers can change with the object when they have bought it.
Creators can now set permissions on the elements in their objects purchasers can change, or they can opt to offer then with full permissions. Credit: Linden Lab.

There are some important concepts around resale prices and buyer’s permissions, so please read the official documents linked to above – particularly the small print.

Additional Notes On Permissions

  • Save to Inventory: Objects with edited properties or with additional components can now be saved from a scene in Edit mode back to inventory.
    • With this release, it is still not possible to join two objects together.
    • Note: Legacy items created by other store sellers cannot be saved back to the inventory.
  • Licensing: Any item uploaded to Sansar or saved back to inventory will not contain a basic license with information of the avatar uploading / saving it. This is part of the mechanism to allow items to be resold and commissions paid.
  • Disable materials editing: it is no longer possible to change the materials of legacy items purchased prior to this release. For new items, materials editing can be enabled by giving full editing permissions or limit it by setting it to property changes only.

Store Integration

With the September 2018 R25 release, Linden Lab took the first step towards integrating the Sansar Store into the client. At that time, users could browse the store from within the client, but when wishing to purchase an item would be transferred to the web version of the Store in their browser to complete their purchase.

With this release, purchases can now be completed within the client.

With R26, it is possible to browse the Sansar Store within the Sansar client and complete purchases from within it as well

Continue reading “Sansar: R26 – the thumbs-up release”

Time on a Black Bayou Lake in Second Life

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake – click any image for full size

Update: Black Bayou Lake has closed. The SLurls have therefore been removed from this article.

Jade Koltai and Serene Footman have a reputation for designing stunning regions (see my reviews of FurillenKhodovarikha, La Digue du Braek and Isle of May to give you an idea, if you’re unfamiliar with their past work). Their designs are  generally inspired by locations to be found in the physical world, and are always a stunning and photogenic mix of beauty, presentation and personal interpretation that are a must-see.

Such is the case with their latest offering, Black Bayou Lake, which recently opened in October. We were alerted to it by friend and photographer AJ (AnyaJurelle). “It’s beautiful!” AJ informed me via IM. “Really well put together!”  And she’s not at all wrong.

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake

As is always the way with Serene and Jade, they not only design a region – they provide extensive background information on their inspiration and thoughts on the design through the Furillen website. Doing so adds considerable depth to their designs, and makes visiting any of their regions both visually informative and stimulating in the way they can reveal far off places to us. This is once again the case with this region.

Black Bayou Lake  is located in Ouachita Parish, Louisiana. The lake is part of an 800 acre nature reserve which seethes with wildlife: there are many species of bird, insect, reptile and fish, along with a variety of trees such as cherrybark oak, cedar elm, ash, hickories, willow oak, shortleaf pine, loblolly pine, mockernut hickory and post oak. It’s a stunning place, which attracted us because we had not yet tried designing a sim that consists mainly of water.

– Serene Footman describing the inspiration behind Black Bayou Lake in Second Life

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake

Serene notes that not only is the lake alive with wildlife and flora, it can also – thanks to the may denuded trees found in its waters – be a somewhat creepy place. All of this is perfectly captured in the region design, which casts the lake under a darkening, cloud-laden sky, just as the mist is rising through the tall grass and reeds. It’s a perfect look and feel for the time of year, but such is the design of the region it is perfect for photographing under a broad range of environment settings, and I opted to go with a little more daylight with the images here.

To try to describe this raw beauty of this location would be pointless; it has to be seen to be appreciated, such is the love and care with which it has been designed and everything within it has been curated to present a genuinely immersive setting that carries the visitor into the heart of the Louisiana swamplands, revealing both their natural and man-made beauty whilst incorporating many touches we all tend to associate with bayou life, courtesy of natural history programmes and fictional films.

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake

The natural beauty is fully evident in the mix of and water in this wetland. Trees and mangroves rise from the water and cling to the more solid grassland areas, the tall grass mixing with reeds along the water’s edge to make is difficult in places to discern where dry ends and wet begins. Birds and water fowl can be seen and heard throughout (it’s absolutely essential a visit has local sounds enabled!), while alligators patrol the waters as a warning to would-be waders.

The man-made beauty comes in the ramshackle nature of the buildings to be found scattered across the land. Run-down, some with once-bright paint now dried and fading with the passage of time, they are both a reminder of the poverty that can be found within the bayou and the pride those living there can take in their lifestyle and ways: airboats, also looking a little aged, sit with engines in pristine working order and fish dry outdoors  in a sign of independent living.

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake

One of the cabins also encompasses the mystique of the bayou so beloved of fiction. Within its walls are the paraphernalia of the occult: a pentagram marked on the floor, voodoo dolls suspended from the sealed, tarot cards on (or dancing over) a table where  crystal ball sits… It’s a place hidden behind shrubs among the gnarled fingers of tress pointing to the sky, hiding but nevertheless waiting to be found.

A major feature within the physical Black Bayou Lake, as Serene notes in his blog post, is a raised walkway that allows people to venture out over the lake. This has a distinctive inverted V section rising above the surroundings, and Jade and Serene have included their own version of the board walk, complete with its unusual V section as a part of this design.

Black Bayou Lake; Inara Pey, October 2018, on FlickrBlack Bayou Lake

Wonderfully atmospheric, with careful attention to detail and plenty to discover and photograph, Black Bayou Lake is another visual feast from Serene and Jade. It will, however only be around for a short time – so if you are planning an excursion, do not leave it too long before going.

 

2018 SL UG updates 41/1: Simulator User Group

Destiny Gardens; Inara Pey, September 2018, August 2018, on FlickrDestiny Gardensblog post

Server Deployments

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

  • There was no deployment to the SLS (Main) channel on Tuesday, October 9th, 2018. This remains on server release 18#18.09.20.519894.
  • At the time of writing, no deployment to the three RC channels are listed for Wednesday, October 10th, leaving them on server release 18#18.09.24.519940. However, during the meeting, Simon suggested a deployment might be made.

SL Viewer

The Animesh RC viewer updated to version 6.0.0.520211 on Tuesday, October 8th. This update includes the following updates / changes:

  • SL-966 scale and position offset limits are now enforced for Animesh objects. The current scale limit is 64m, offset remains at 3m
  • SL-1290 Issue with animations not rendering if they were stopped and started while host object is selected.
  • SL-9673 some HUDs collapse to low LOD when zooming.
  • SL-1350 Animesh angle offset lags when linked to rotating prim
  • SL-9773 attached Animesh objects visible in mouselook when “show me in mouselook” is unchecked.
  • SL-1291 Animesh selection highlights not showing in edit mode.

Note it does not contain fixes related to the performance loss issue reported in BUG-225584, and noted in my previous TPD meeting summary.

The remaining viewers in the pipeline remain unchanged from the end of week #40:

  • Current Release version 5.1.9.519298, dated September 5, promoted September 26. Formerly the Rakomelo Maintenance RC viewer – No change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Spotykach Maintenance RC viewer, version 5.1.10.520176, October 4.
    • Estate Access Management (EAM) RC viewer, version 5.2.0.520057, September 28.
    • BugSplat RC viewer, version 5.1.9.519462, September 10. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • 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.

In Brief

  • Region Crossings: see BUG-214653. In brief, several issues are related to message handling between server(s) and viewer. Assorted solutions have been suggested, with Simon linden noting, “Yeah at some point we may want to totally re-do that sequence of messages and get rid of all UDP traffic. It would probably be a little slower but having a more solid sequence would be better.”
  • BUG-216320 “Error when retrieving grid statistics page via llHTTPRequest”: this has been an issue since May, 2018, it had been hoped that the OS update would fix it, but currently there is still one component that needs to be updated in order to fix the issue.
  • The anticipated end date for the simulator OS update, which is key to the work in moving things to the cloud, is the end of 2018 or early 2019. After which there are the back-end services to update.

The further revamp of Linden Realms in Second Life

The re-vamped Linden Realms and rock monsters. Credit: Linden Lab

Since it first opened in 2011, Linden Realms has proved to be an enduring game within Second Life. It’s seem various updates over the years, with the most notable (until now) occurring earlier this year when the existing playing regions were effectively fire-bombed as a part of an ongoing saga involving the wicked Ruth, she of the villainy in Tyrah and the Curse of the Magical Glytches (see my review here) and named for the original default avatar of Second Life.

On Tuesday, October 9th, linden Lab announced the latest revamp of the game, which sees it completely overhauled in looks and aims, building further on the backstory of Ruth and possibly – just maybe, perhaps – (I’m not going to give everything away) seeing the return of Old Boozehound himself, Magellan Linden.

In the new version of the game, the Linden Realms regions get a much-needed face-lift with much more modern-looking mesh items (most notably the rock monsters). In terms of game play, players must complete tasks and try to reassemble Ruth’s magical amulet … the breaking of which might have led to Magellan faking his own death in order to escape her wrath. (If this all sounds like the script from a soap opera, wait until Tyrah wakes up and finds Magellan stepping out of the shower*.  Just kidding! Although on second thoughts, I wish I hadn’t; the mental image of an undressed Magellan is now fixed in my head.)

Part of the re-vamped Linden Realms. Credit: Linden Lab

Anyway, I’m not going to go into great depth here, on account that LL have themselves with a veritable tome of documentation and images on the updated game. Suffice it to say, collecting crystals (exchangeable for L$) is still very much a part of things, so expect the new Linden Realms to be as popular as previous iterations.

I can say the new look is refreshing when compared to the old, and the detailing such that the locations spread across the 12 regions of each game area shouldn’t place too much extra load on things when avatars are running hither and thither in their hunt for crystals and amulet bits.

The game HUD has also been nicely updated, and looks the part – the old one really was looking long in the tooth.

The updated game HUD

As always, accessing the game is done via the Portal Parks (links below). As with previous iterations, those new to the game will have to accept the experience to gain access, but if you’ve previously played and have not revoked the game, you’ll be automatically granted access. And no, this isn’t anything to do with Project SSR 😀 .

More is promised by the Lab on Linden Realms, by way of an article on how this new version was developed and built, as a part of the Lab’s efforts to show creators how tools such as Experience Keys might be used.

*Yes folks, A Dallas reference!

Portal Park SLurls

Note the portal Parks and Linden Realms are all rated General.

OSCC 2018: call for proposals and volunteers

Via OSCC

The 2018 OpenSimulator Community Conference (OSCC) will take place on Saturday 8th and Sunday 9th December 2018.

An annual conference that focuses on the developer and user community creating the OpenSimulator software.  Organised as a joint production by Core Developers of OpenSimulator and AvaCon, Inc., with major sponsors including  the University of California, Irvine, Institute for Virtual Environments and Computer Games and the Rockcliffe University Consortium.

Call for Proposals

The Conference for 2018 will feature a series of dynamic short presentations and panels that spotlight the best of the OpenSimulator platform and community, and a Call for Proposals has been issued to individuals or groups who are shaping the Metaverse.

The speaker sessions offer 20-minute presentations to engage the mind while the community-sponsored tours, and on the Expo regions, content give-aways and Hypergrid explorations take attendees to faraway places. We are particularly interested in speakers who dramatically tell the story of their work and employ great 3D examples as props and graphics. In particular, the organisers encourage presentations that span current innovations and activities, performance artistry, educational simulations, innovative business cases or  have a publication or track record of real world use.

Those wishing o submit a proposal, please complete the proposal application form. If you have questions or need more information, please contact the conference organisers.

Key Dates & Deadlines

  • October 22nd, 2018 – Proposals are due by 11:59 PM PST (Pacific Standard Time).
  • October 29th, 2018 – Proposal  acceptance emails and with conference information.
  • November 3rd, 2018 – Accepted speakers must register for the conference to create an entry in the conference schedule and the program.
  • November 10th, 2018 – Speaker Orientation & Training sessions and Presenter Booth Setup to prepare speakers for the conference.
  • November 17th, 2018 – Deadline for stage props and audio-visuals (beyond textures) for conference program.
  • December 8-9th, 2018 – OSCC18 Conference dates.
Image courtesy of the OpenSimulator Community Conference

Volunteers

The conference needs volunteers to help in a range of activities:

  • Greeters / audience assistances
  • Moderators
  • Builders
  • Scripters
  • Social Media / Communications
  • Streaming and Technical Support

Those interested in volunteering can do so via the Volunteer Sign-up form,  Depending upon interests, volunteers can select more than one role if they wish.

Image courtesy of the OpenSimulator Community Conference

About the Conference

The OpenSimulator Community Conference is an annual conference that focuses on the developer and user community creating the OpenSimulator software. The conference is a joint production by Core Developers of OpenSimulator and AvaCon, Inc., a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces.  The conference features a day of presentations, panels, keynote sessions, and social events across diverse sectors of the OpenSimulator user base.

When you’re Nowhere Else in Second Life

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else – click any image for full size

Nowhere Else caught my attention through its apparently contradictory labelling: the region name refers to it being “under construction”, while the About Land description define it as a “fully landscaped sim to explore, take photos or just hang out.”

“So, it’s not finished,” Suzy Lekira (Suzy Brandi) says in reference to this apparent contradiction, before continuing, “It never will be. A special place. Drop in, if you like. Having visited the region with Caitlyn, I can confirm that “dropping in” is highly recommended.

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else

Currently sporting a rural setting that – to me at least – suggests somewhere in the north of England, Nowhere Else suggests a place on the edge of a lake surrounded by the peaks of the Pennines (albeit slightly tall peaks!), this is a place for hiking boots and a camera.  No set landing point is offered – or at least, one wasn’t being enforced at the time of our visit – so the SLurl given here is entirely arbitrary.

Located on the flat top of one of the higher points of the region, set well to the east, the location I selected has the advantage of offering views across the landscape whilst also presenting an ideal start to exploration: a small hamlet. It’s the kind of place hikers might start out from for a day on the moors. A broad cobbled road winds down from the chapel, running by the local shops and along which assorted vehicles are parked; vehicles which cast the setting perhaps in a more European direction, as do some of the buildings.

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else

From here, it is possible to strike out across the rough grassland to a thatched cottage, the garden overlooking the northern waters surrounding the region. The cottage, with its terraces, moorings for a rowing boat and outlook is the kind of place it is easy to imagine retiring to; a quite place, close enough to little shops for comfort whilst also offering numerous opportunities for walks without the bother of a lot of traffic.

It’s also, quite frankly, exceptionally picturesque in its setting.

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else

The cottage is just one of a number of houses scattered across the region outside of the village, although the other like across the body of water that cuts an “L” through the region. One of these is a country farm, sitting to the south-west. Again offering plenty of scope for photographs, the farm is linked to a camp site to the north with tents and opportunities for swimming.

One of the attractions of the region is the minimal use of trees, something that gives portions of it the feel of a moorland or high fell. This is further enhanced by the use of Cube Republic’s very excellent sedimentary layered rock forms across parts of the landscape, some of which rise tor-like from the grasslands.  These touches add an air of familiarity as well as realism to the setting that enhances its photogenic appeal, while the considered use of static figures in the village help to bring a greater depth of life to the setting.

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else

While travelling, keep an eye out for the little places where hikers might take a rest: the little deck built out over the river, complete with a barbecue; the Land Rover and its camp site, the rowing boat (and its suitcases!). Throughout the region, the attention to detail is a joy to see.

Simple in design, elegant in execution, Nowhere Else is a visual delight, a place well worth visiting and spending time within. So if you don’t go anywhere else, be sure to visit Nowhere Else.

Nowhere Else; Inara Pey, October 2018, on FlickrNowhere Else

SLurl Details