Lab launches Second Life video travelogue

The Pen – subject of Linden Lab’s new video travelogue series

On Wednesday, March 6th, 2019, Linden Lab launched another new video series: Second Life Destinations, highlighting locations across the grid that residents might like to visit. The series is intended to be issued on a weekly basis and the Lab notes:

In this series, we’ll highlight different places focusing in on the beauty and imaginative possibilities in no more than 60-90 seconds so that you can get a quick peek at the creations and communities inside each virtual space. At times we may even speak to creators of theses spaces so they can shed some light on what inspired them. Look for each new episode on our blog and social media channels, including Facebook, YouTube and Twitter.

For the first in the series, the Lab visit The Pen, Bay City’s beatnik hang-out operated by Marianne McCann, home to a range of activities include Marianne’s regular “Expresso Yourself” events, where the microphone is opened to visitors to express themselves in words (prose or poetry) or song on the first Tuesday of the month between 18:00 and 20:00 SLT.

The Pen was recently the venue for Marianne’s 13th rezday celebrations, and these are the focus of the video, which includes the voice of singer Grace MacDonnogh, a long-time friend who has a wonderfully mellow way with music and lyrics.

As a seasoned SL travel writer (and videographer when my PC decides to behave itself), I admit to finding myself caught between two conflicting feelings regarding this new series. On the one hand, there are a lot of people like me in the blogging community: we may not all focus on blogging destinations (although equally, some do), but  considerable effort goes into writing-up places and taking photos  / producing videos. Give all that, a series like this might be felt as coming a little close to treading on toes. On the other hand, the series is intended to be limited to 60-90 seconds, and as such it shouldn’t really impact on the work done by videographers and bloggers.

Nevertheless, it’ll be interesting to see how the series develops. In the meantime, I’ll leave you with the first, which demonstrates the potential innocuousness of the series.

2019 SL User Groups 10/1: Simulator User Group

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villagesblog post

Please refer to the server deployment thread for the latest news.

  • There are no planned deployments to the SLS (Main) channel or the three major RC channels, these sees all four remain as follows:
    • The SLS Main channel remains on server maintenance package 19#19.01.25.523656.
    • The BlueSteel and LeTigre RCs remain on EPP server maintenance package 19#19.02.27.524820.
    • The Magnum RC channel remains on server maintenance package 19#19.01.25.523656, comprising internal fixes.
  • The current small Cake RC on Agni that is being used to iron out some transient network issues with the newest server operating system update, should receive an updated on Wednesday, March 6th, 2019.
    • There are reports that teleporting out of regions on Cake can result in a viewer disconnect.

SL Viewer

The EAM RC viewer updated to version 6.2.0.524909 on Tuesday, March 5th, 2019.

The rest of the SL viewer pipeline remains as follows:

  • Current Release version 6.1.0.524670, formerly the BugSplat RC viewer February 13, promoted February 28 New.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • EEP RC viewer version 6.0.2.524683 released on February 27.
    • Love Me Render RC viewer, version 6.0.2.523177, January 16.
  • 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.

The Question of Script Load II

The subject of script and script run time returned. As notes in my previous SUG meeting summary, there are some reports that the percentage scripts run seems to be falling across Mainland, without a noticeable increase in script count, which if true, would indicate something is going wrong. Speaking at this week’s meeting, Oz Linden indicated that the Lab hasn’t done anything to their knowledge that should impact script performance. One theory is that child agents could be causing issues (see BUG-225729, BUG-226298).

As also noted in the previous meeting notes, there have been requests to make Top Scripts in a region visible to parcel holders, as well as estate owners / managers. It has been pointed out that this could result in privacy / drama issues and add to simulator processing loads. A compromise idea suggested this meeting would be for parcel owners  to see script time for in-world scripts be aggregated by parcel; this would allow people to have (hopefully friendly) words with neighbours if they see issues. A request has been made for this idea to be submitted as a feature request.

Oz Linden also indicated that allowing users see their own script usage through the viewer UI is on the roadmap.

 

A dip into Salt Water in Second Life

Salt Water; Inara Pey, March 2019, on FlickrSalt Water – click and image for full size

I recently received an invitation from region holder Kye (Kyevaiy) to visit her Homestead region of Salt Water. The initial part of the region’s description certainly piqued my interest – “The cure for anything is Salt Water — in one form or another, sweat, tears or the Salt Sea”; but it was Kye’s invitation that captured my desire to pay a visit sooner rather than later:

I asked Tippy Wingtips to help me recreate a places I had recently visited in Mexico, Belize and the Island of Roatán. I sent her several photographs of my trip and she tried to duplicate many of them in order to capture the places I love.

– Kye (Kyevaiy) describing the development of Salt Water

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

Belize is one of those places in the world that has long fascinated me, and I was keen to see how elements of it had been interpreted in the region design, hence pushing a visit to the top of my list. Sadly, I can’t really speak for Mexico or Roatán – the latter was completely out of my ken until I looked it up, and my one visit to Mexico was limited to Sonora. However, what I can say is that, even without any in-depth knowledge of all the countries and locations used as inspiration for the design, Salt Water is marvellously conceived and designed.

The region presents itself as a rugged, tropical island that climbs slowly from a western bay up to high plateaus. It has also, at some point in the past, been split into two: to the north-east a narrow gorge breaks the land, spanned by a single rough bridge, looking for all the world like it has been cut over time by water action. Throughout the entire region, the attention to detail is stunning.

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

“I loved doing this sim! It took me almost 3 months to get it the way I wanted it!” Tippy informed me. In spending several hours over the last couple of days exploring, I can see why.

The low-lying areas of the region to the west offer beach houses, sand, board walks over the shallow waters of the bay, open decks over both sand and water, all of which are woven together to present the most idyllic setting: the perfect vacation paradise. As the beach houses are presented for public access, there is no danger of trespass, and they offer additional places to sit and relax and become immersed in the setting as the westering Sun casts long shadows over sand and grass.

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

As well as the waters of the bay, the west side of the island offers a small rock-encircled pool for bathing while the board walks continue over the sands, helping to form  – along with the bay itself – a natural boundary between the low-lying beaches and the island’s uplands.

The latter are reached via stone steps cut into the rocks  or an age-worn path, and rise in tiers, the trees slowly changing with altitude, with the palm trees gradually giving way to a small rain forest that hugs the upper reaches of the island. These tiers are cut by a the passage of water that cascades down falls and flows along rocky channels to feed the bay below.

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

It is up on the highest level of the plateau, where the air is rent by lightning, the ancient Aztec ruins can be found, presided over by a large stone tablet raised onto its edge. These ruins, backed by the dense foliage of the rain forest, actually form the region’s landing point, and offer a marvellous lookout down and to the west to the beaches and the setting Sun.

Two paths – one at the foot of the steps cut into the rock of the plateau and which lead down to is first lower tier, the other running through the trees of the rain forest and then down through a rocky gorge, lead the way north to where that heavy bridge of felled (or fallen) tree trunks crosses the chasm separating the two parts of the region. Across it, more ruins await discovery while paths and steps wind down the land to the west, passing snuggle spots and look-out points until they reach the little beach of a headland.

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

All of this only really scratches the surface of Salt Water. There is a wealth of detail to be discovered, from the way in which all of the snuggle spots, seating and look-out points offer views over and between trees to the ocean and the lowering Sun, to the inclusion of suitable wildfowl across the waters and in the air, to the selected sound scape.

A marvellous design, perfectly put together and well worth visiting and exploring. Photographs are welcome at the region’s Flickr group, and gratuities towards the upkeep of the region will be accepted by the monkey at the landing point.

Salt Water; Inara Pey, March 2019, on FlickrSalt Water

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