A Wooley Swamp in Second Life

The Legend of Wooley Swamp, October 2020

Amaya Mavinelli dropped me a line recently suggesting a visit to The Legend of Wooley Swamp. It came alongside an invitation from Mathias Laurent, one of the region’s designers, to also pay a visit – so off I hopped!

Occupying a Full region with the additional private region bonus, Wooley Swamp is the work of Matt and his SL partner, Aleriah Laurent (Aleriah Huntsman), and it takes as its inspiration The Legend of Wooley Swamp, the 1980 recording by The Charlie Daniels Band that forms the second track on their album Full Moon. It’s a story about a man – the song’s narrator – who hears a fable about a ghostly place called Wooley Swamp, and ignoring the advice of others, determines he has to confirm the truth of the story for himself.

The Legend of Wooley Swamp, October 2020

If you ever go back into Wooley Swamp son you better not go at night
There’s things out there in the middle of them woods
That’d make a strong man die from fright
There’s things that crawl and things that fly
And things that creep around on the ground
And they say the ghost of Lucias Clay gets up and it walks around.

– Charlie Daniels, The Legend of Wooley Swamp

Through the song, we learn of the fate of Lucias Clay, a miserly old man who cared more for money than people, at the hands of of the Cable brothers, and the turnaround fate meted out to them after they’d murdered him for his jars of money. What the narrator discovers is left open, but it leads him to state, there’s some things in this world you just can’t explain.

The Legend of Wooley Swamp, October 2020

The old man lived in the Wooley Swamp way back in the gurgling woods
And he never did do a lot of harm in the world
But he never did do no good
People didn’t think too much of him
They all thought he acted funny

– Charlie Daniels, The Legend of Wooley Swamp

It was a popular song of the day, following on from the success of The Devil Went Down to Georgia, and remained popular at the Band’s concerts. What might be less known to those not so familiar with Charlie Daniels, is that Wooley Swamp is a place where he used to hunt at night as a youngster. Thus, The Legend of Wooley Swamp – the region – could be said to be not only inspired by the song, but also a little bit of a homage to the singer / songwriter, who passed away earlier this year.

The Legend of Wooley Swamp, October 2020

In keeping with all this, the region presents a swampy environment, dank, dark, and with sluggish water through which alligators can be sighted. Rotting houses and cabins and an old houseboat are scattered about, the paths and trails misted, whilst a partially-flooded graveyard adds to the spooky mix. Which one might be old man Clay’s cabin is up to you to decide; none look particularly homely, although there are occupants and hints of occupancy to be found – together with one or two nods to the season. There are also signs of mysterious goings-on as well: strange noises, orange and red eyes glaring menacingly out of the darkness at passers-by, human skulls  gathered together in a fire bowl…

Those visiting are asked to accept the local experience on arrival (you need only do so once, lest you later opted to remove it through the viewer). This adds a level of interaction to a visit.  As you explore the region, you may come across Mason Jars (normally for preserving food, but in the song, old man Clay filled them with money and buried them in the grounds around his cabin). Touch them, and you get an extract of the song and a gold coin. Beware, however, you can also get yourself killed – but as Aleriah noted to me, this can only happen just once a day!

The Legend of Wooley Swamp, October 2020

Coupled with a rich sound scape, lending itself to a range of windlight settings as well as its own default, and with plenty of little touches – some with a horror edge to them, some not – The Legend of Wooley Swamp makes for an interesting, photogenic and slightly different visit for Halloween.

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Oz Linden posts on Second Life cloud uplift status

Logos ©, ™ and ® Linden Lab and Amazon Inc

On Friday,  October 16th, Oz Linden posted on the status of the cloud uplift work – see: Uplift Update -, the article coming as regions on the main (Agini) grid are gradually starting to be migrated to AWS services. For those possibly unaware of this project, Oz provides an opening explanation:

We’ve been working hard on the Uplift of Second Life. If you have not been following this project, that’s what we’re calling the migration of our Second Life simulators, services, and websites from a private data centre to hosting in The Cloud (Amazon Web Services). It’s a massive, complicated project that I’ve previously compared to converting a steam-driven railroad to a maglev monorail — without ever stopping the train. This undertaking has at times been smooth sailing, at other times a very bumpy ride. We wanted to share some more of the story with you.

The uplift project was first announced in August 2017, and formed a part of the Lab’s presentation at the AWS Reinvent conference that same year – which if nothing else points to the amount of planning and testing that has been going on both before and during the gradual migration of services, which has been going on for somewhere between 12 and 18 months, recently reaching the point were the aforementioned main grid region migrations could commence.

As Oz notes, the work has been very incremental in nature, and always with a the aim of transitioning services in such a way that users generally have not been aware of which services have moved and when. This has certainly been true for many of the back-end services (no-one noticed when the log-in services and the inventory  / asset services moved to AWS, for example). However, as Oz notes in his post, there have been a few bumps on the road.

Some of these problems were initially manifested on Aditi, the Bet grid, which saw batches of regions cloned from the main grid and transitioned to the cloud. Region crossings were one such problem which, thanks to extensive testing by users on Aditi, allowed the Lab to make changes to region crossing that have generally improved things even sans the uplift – although as the Lab readily notes, there is still future work to be done on region crossings once the uplift work has been completed.

Work related to the uplift project allowed the lab to make improvements to region crossings that have benefited Second Life even before regions on Agni (the main grid) commenced a slow migration to AWS

However,  some problems unfortunately only manifested once some back-end services had been uplifted and were so bedded-in to running on AWS, reverting to running them out of the Lab’s co-lo is no longer an option. Again, as Oz notes, the recent group service issues being a case in point. Other issues – such as the recent bout of avatar bake (appearance) failures – have been the result not of moving that service to the cloud (the Bake Service has also been AWS based for a while without most users noticing), but in making subsequent changes to a related service – again pointing to the complexities involved in moving multiple systems and services from an established operating environment to an entirely new operating environment.

Elsewhere, there has been a need to revert the Marketplace to running via the lab’s co-lo (albeit it temporarily), whilst some known issues  – such as teleport failures – may or may not be linked to migration issues, with the Lab engaged in trying to get to the bottom of things. So if you do see a problem, don’t automatically assume it is uplift related; even without the current migration work, SL can be temperamental!

Currently, around 100 regions on the main grid have been uplifted, and Oz confirms that, barring the unforeseen, the end-of-2020 for uplift completion is still very much the goal.

For more information, please take a read of his post.

My Second Life Landscapes at Konect Art

Konect Art Gallery: Second Life Landscapes

I genuinely don’t like self-promotion, particularly when it comes to my Second Life photography ( which I view as blog illustrations rather than “art”). However a couple of months ago Gonzalo Osuna (Jon Rain) asked me to exhibit at his Konect Art Gallery – and was not going to take no for an answer!

So, running from Friday, October 16th through until the end of the month is an exhibition of some of the many images I’ve taken over the years as I’ve explored Second Life, entitled Second Life Landscapes.

Konect Art Gallery: Second Life Landscapes

I’ll admit that it is my biggest exhibition to date – and as such, I’m glad it has had something of a “soft” opening rather than a big splash, as I think I would have been too nervous to do anything more than  hide in a corner. When invited, and given past exhibits at the gallery, I was anticipating being one of two people displaying their work – so I was stunned, surprised and deeply flattered (as well as slightly panicked!) when I arrived to set-up this week and find that the entire gallery had been made available to me!

So, the result is some 35 of my images are offered across the two floors of the gallery in a relatively large format and which feature many of the places I’ve particularly enjoyed visiting since around 2014. I’ve even managed to include one or two that haven’t shown up in my Flickr stream!

Konect Art Gallery: Second Life Landscapes

Anyway, I’m not going to prattle on about things here – but I hope you’ll pop over to Konect Art between now and the end of October and have a look around. And while there, why not chill out to the sounds of Konecta Radio?

My thanks again to Gonzalo for the invitation to exhibit!

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2020 CCUG meeting week #42 summary

La Vie, September 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 15th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

There was a lot of general discussion about animation synchronisation, cloud uplift (the majority of which I’ve already reported in my SUG and TPVD meetings of late), etc., none of which should out as really reportable.

SL Viewers

Default Viewer

The Mesh Uploader viewer, version 6.4.10.549686, was promoted to de facto release status on Wednesday, October 14th. This viewer provides additional information on mesh models prior to upload, with contributions from Beq Janus from the Firestorm team and also revisions by the Lab’s viewer team. Cosmetic changes with this viewer include:

  • Upgrade to preview resolution to 1024×1024.
  • Scalable preview window.
  • Fixed display of colours in preview.
  • Adjustment of colours to better correlate to in world (yellow frame of mesh, blue tint physics).
  • Rearrange UI elements to give more space for the preview even when not scaled up.

Informational changes  in this viewer include two new boxes: cost breakdown and physics breakdown – these provide access to information that has always been available to the viewer form the upload costs update message but were not previously shown to the user.

Legacy Profiles

The Legacy Profiles viewer (version 6.3.2.530836 at the time of writing) has been stuck awaiting a web-side update, but as the web team are all focused on Uplift work, attempts are being made to work around the delay in order to get the viewer moving again.

Graphics

  • Work has resumed at looking towards a replacement for OpenGL, particularly as a result of Apple’s plans to deprecate all support for it on their systems.
    • Vulkan had been an option under examination, and additional logging was added to the viewer to help identify how many users are on systems capable of running it.
    • It now turns out that a rather high number of users (up to a 1/3 of all users) are running Second Life systems that do not have support for Vulkan (e.g. those 5+years old, and notably systems with Intel integrated graphics).
    • As a result other options are also being looked at, as is the potential for supporting people on older hardware separately to those using systems capable of running with more recent graphics APIs – although this is an option the Lab would approach with caution, due to the added complexities in maintenance.
  • In addition, the graphics team is looking to see if the viewer UI rendering can be divorced from other aspects of viewer rendering to see if any performance improvements can be obtained by keeping the two separate – currently, a lot of cycles are taken up in the drawing of things like UI panels and buttons.

Jellydoll / ARCTan

  • Vir has been working on some updates to the Project Jelly viewer (version 6.4.10.549690 at the time of writing).
  • This viewer is a series of performance improvements related to Jellydoll avatars, and the additional work should be appearing in an update to the project viewer soon. After that, Vir is hoping to completely re-focus on the ARCTan work, which will eventually fold-in the Jellydoll work as well.
  • Should he be able to switch back to ARCTan, the work will remain split between avatar rendering (to be tackled first), and then in-world object rendering to follow along at some point after.
  • The work on avatar rendering will initially be focused on the data gathering aspect and better refining the avatar complexity calculations, followed by UI work to deliver more meaningful and consistent information to users about the rendering impact of their own avatar and those around them.

Date of Next Meeting

  • Thursday, October 29th, 2020.

Cica’s Halloween in Second Life

Halloween by Cica Ghost

Cica is back with her October 2020 build, and given the time of year, she’s presenting Halloween. However, rather than going all dark and gloomy with things that go bump in the night and nasty things hiding in the shadows, she offers something very different: a homage to the the genius of a film-maker known for his unique style of fantasy / horror storytelling that’s mixed with Cica’s trademark lightness and whimsy.

That focus  of the homage is given away by the quote Cica offer with the installation:

Every day is Halloween isn’t it? For some of us.

– Tim Burton

And indeed, set out across the region is a series of little vignettes, many of which feature characters that may have popped out of the consciousness of Mr. Burton. They are all going about their business in this landscape of graveyards, pumpkin patches and strange little houses that appear to have grown, rather than having been built.

Halloween by Cica Ghost

Round-eyed and slender, these are characters who carry on their skull-like faces grins that appear genuinely happy as they go about their business, be it stroking a cat, pulling a pumpkin-filled cart, riding a swing, playing a piano or some other endeavour. Like many of Burton’s characters, while their appearance may be drawn from the ideas of horror, they carry a natural attractiveness that encourages us to wander among them.

However, they are not the only attraction here. There are lots of little touches that add depth to the setting: flowers that will cause you to consider the term “spider plant” in a new way, crows that watch over everything with mischievous look in their eyes, and footprints that magically creep across the ground whilst eyes stare out of some windows, suggesting menace whilst none appears.  And do keep watch for the rooftops that occasionally hinge upwards – they have a little surprise of their own.

There’s also interactive elements throughout the region waiting to be found as well, one of which carries a little touch of the macabre as it brings a whole new meaning to the words “dancing on a grave”, while for those who are taken by the folk occupying the region, a little shop offers the chance to purchase them, together with several of the other characters to be found at various points. And if the pumpkins in the patch take your fancy, they can be purchased directly from there.

Halloween by Cica Ghost

Finished in a semi-monochrome environment, Halloween is another Cica delight. So, if you fancy something a little more whimsical for your Halloween, be sure to pop over – it’ll be there for the rest of the month!

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A Hidden Lake in Second Life

Hidden Lake, October 2020 – click any image for full size

Surrounded by mountains and sitting within a deep rocky bowl, Hidden Lake is the latest region design by Num Bing-Howlett (Num Bing) and her SL partner Clifton Howlett. A Full region that is fairly packed to the gills with detail and touches large and small, it is a wilderness setting that cries out for exploration – although some viewer adjustments might be required in order to fully enjoy it.

The titular lake occupies the middle of the region, an uneven oval of blue water that looks both inviting and cold. It is almost entirely surrounded by rugged uplands that form an inner ring to the off-region mountainous sim surround that lies beyond them. “Almost”, because the rocky circle is broken to  south-west, where grasslands roll gently out to the watery edge of the region, offering a low-lying area to explore.

Hidden Lake, October 2020

The landing point sits to the west side of the lake, where a large deck extends out over the water  to offer both a welcome and a place for visitors to sit and appreciate the view – the first of many such locations waiting to be found here. Set a little back from this on the lowlands between water and cliffs, sits a rutted track that emerges from a tunnel just to the north-west and points the way towards the south-west lowlands where it vanishes into another tunnel, presenting the impression that this is a place awaiting discovery along a trail perhaps only driven by a few.

Just across this through route from the landing point, there rises a set of wooden steps that climb up a lightly wooded shoulder of rock by way of several wooden platforms and desks to reach a lodge. Comfortably furnished, this peeks out from between fir trees to look down on the lake, while the decks outside also offer a view up to the higher peaks on this side of the region, and the promise of more to explore among them as they sit above the tunnel entrance.

Hidden Lake, October 2020

A path winds eastwards around the toes of these peaks, in part using a wooden board walk, but I’d personally recommend avoiding that route to start with, as it can all too quickly lead you to the region’s major features that should be left until last. Instead, follow the rutted track towards the south-west and the lowlands I mentioned earlier. Doing so will lead you on a journey around the region that allows you to encounter all that should be seen in the lowlands, before you scale the heights to find what awaits above.

This route will bring you first to where the woodlands drop down to the grasslands, and a little setting ideal for glampers is nestled among the trees. Beyond this, sitting with is back on the lake to look out at the surrounding mountains, lies an old warehouse now converted into a cosy (public) home, a sea of grass washing around it and a little brook splashing its way from lake to open waters now too far away. A wide wooden bridge allows the road to pass over this brook so that it might reach the second tunnel, but those on foot can scurry across a pair of logs set over the water if they prefer.

Hidden Lake, October 2020

Past the tunnel, the route is over grassy ground sitting above the rocky shore of the lake. This follows a line that leads east and then north, offering visitors the chance to completely circumnavigate the lake’s shoreline. Along this route are several attractions, but I’ll mention just one here: the shallow cavern within its ornately carved arch. Hidden within it is a TARDIS police box that offers the means (by accepting the local experience) to visit Num and Clifton’s other region, The Empire of Dreaming Books, a place that pays homage Walter Moers‘  Zamonia comic series and which we visited in May 2020 (see: An empire of books in Second Life). With a similar TARDIS located within the catacombs of that region (where visitors from hidden Lake arrive), those travelling through either region are offered a neat way to visit the other.

But it is the northern side of the lake that will eventually draw visitors. Here the path loops its way back to the rutted track, but as it does so it passes by the open-air station of a cable car system as it sits over the waters of the lake. There are two cars operating on the system, which will take visitors up to the higher peaks of the region, and they can be ridden as they reach the platform by touching the red button at the boarding point as one reaches it. This will stop the car to allow your to take a seat, then pressing the green button on the same panel to set it moving. The ride offers a grand view of the lake, and will carry you up to a second platform station (same method to get off)  that is linked to a large events stage, which also offers a grand view down and over the lake.

Hidden Lake, October 2020

The upper station also sits at the edge of a small mountain pond from which waters roll and tumble down the cliffs in a series of steps to eventually flow into the lake. These falls pass directly under the path of the cable cars, and are also crossed by three bridges. The first, and lowermost, forms part of the path circumnavigating the lake. The upper two offer the means to explore the lower slopes of the mountains and also to find your way up to the high decks by way of rugged paths and metal stairs that cling to the more vertical faces of rock. The start of these paths breaks sits between the lower cable car station and the waterfalls.

When exploring, there’s a lot of small details to keep an eye out for – all the places to sit, the birds overhead, a squirrel frolicking  in the grass, goats grazing, and more, both outdoors and in the various buildings, all of which have been carefully decorated to give a greater sense of presence to them. However, as noted at the top of this article, some may find a little patience is needed with Hidden Lake, as their is a lot within it to keep the viewer very busy with mesh and textures. For those on middle or lower spec machines, dropping draw distance and / or disabling Shadows when moving around might be the order of the day. Nevertheless, making such adjustments is worthwhile, as this is an extraordinarily picturesque region.

Hidden Lake, October 2020

With thanks to Shawn Shakespeare for the pointer.

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