IMAGOLand Art Galleries: Moni Beebe – Discolouration Disrupted
Having been caught up with things in the physical world for much of March (and still trying to clear up the last few issues as April 2024 starts its merry dance to becoming at part of the year’s history!), I’m caught in something of a game of catch-up with events, exhibitions and what have you. In terms of some exhibitions, there are some I simply won’t get to, as their days are numbered and they’ll have likely ended before I can get to them.
However, there is one exhibition I really wanted to try to cover before it vanishes into the ether (it having opened nigh-on a month ago at the time of writing, on March 6th, 2024). It is Monique Beebe’s Discolouration Disrupted, which (again at the time of writing this piece) is still available at Mareea Farrasco’s IMAGO Art Galleries.
IMAGOLand Art Galleries: Moni Beebe – Discolouration Disrupted
I’ve been an admirer of Moni’s work ever since her first exhibition in Second Life in 2017. Her work, which has until relatively recently focused on avatar studies, is always marvellously expressive and rich on both narrative and, frequently, a degree of subtext as well. Her exhibitions tend to be thematically driven and often highly sensual in nature, and the former is certainly true of Discolouration Disrupted, as evidenced by its subtitle Unveiling the Beauty in Imperfection, which itself might also be seen as a subtextual comment on modern society’s obsession with perfection when it comes to the human body.
No liner notes appear to be provided for the exhibition, allowing viewers to plumb the depths of the pieces and discern their relationship to the central theme for themselves. The pieces are a mixture of still life and animated works – be sure to enable the media option in your viewer (click the movie camera icon towards the top right corner of the viewer window) to see the latter in motion – and all appear (and forgive me if I’m wrong here, Moni) to be digitally generated.
IMAGOLand Art Galleries: Moni Beebe – Discolouration DisruptedThe still life images perhaps offer the clearest link to the theme of beauty in imperfection in the manner they juxtapose clearly beautiful / handsome figures (aka society’s “perfection”) with styles and colour mixes that whilst not undermining the stated beauty of the figure(s) within them offer a degree of discordance with their beauty, drawing the eye from them and imbuing a sense of mismatch or an unfinished feel to them – thus presenting the idea of the imperfect. Yet at the same time it is these very clashes of style and / or the sense of the unfinished which actually provides each piece with a depth of beauty that reaches well beyond what might have been had they been presented as “unblemished” works. The animated images share this to a degree, but also offer additional dimensions to the core theme – the blurring of images, the use of a mask and veils, etc.
And while it may just be my personal interpretation, some of the pieces perhaps present subtextual commentary on society in other ways as well. The likes of Break Away, Hiding, Undisclosed, Empowerment, and even Fish in the Sea, all appear to offer a degree of commentary on current reactionary moves in (particularly) patriarchal / pseudo-religious circles towards matters of a woman’s bodily autonomy, the dismissing of female equality / empowerment, the right to gender identification and self-identification and choice in general.
IMAGOLand Art Galleries: Moni Beebe – Discolouration Disrupted
But again, this is an interpretation informed purely by matters that impact my own thinking, and not necessarily those intended by the artist. You might well – in fact most likely will – find the images within Discolouration Disrupted speaking to you very differently. As such I do urge you to visit this exhibition, and to do so before it does vanish from IMAGO altogether, possibly in the next few days.
The following notes were taken from the Tuesday, April 2nd, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. No video this week.
Meeting Overview
The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.
Simulator Deployments
The SLS Main channel was restarted on Tuesday, April 2nd, with the Hearts & flowers deployment going grid-wide. This mostly comprises internal (non-user visible) updates, together with these user-visible additions:
llSetLinkSitFlags/llGetLinkSitFlags – allow you to adjust the sit flags for a prim. It supports the existing two SIT_FLAG_ALLOW_UNSIT and SCRIPT_ONLY.
At some future point, SIT_FLAG_HIDE_AVATAR should also be added, so you don’t need to play an animation that squishes the avatar so they aren’t visible in something like a very small vehicle.
A feature for estate managers that will allow them to schedule automatic region restarts (see below).
A new constant in llSPP PRIM_SIT_FLAGS it will contain all the sit flag information, (including ALLOW_UNSIT and SCRIPTED_ONLY (the two older constants will still be available).
A new capability to load item inventory lists via HTTP (so items with large contents will load faster when accessed, although this will require a viewer update as well).
A fix for avatars going into an animation thrash between falling and flying when using llSetHoverHeight() from an attachment.
An adjustment to the way download weight for mesh object (how much bandwidth is required to download and view the object) which should reduce this weighting by around 15% for most in-world mesh, potentially reducing the LI of said objects (but should not be taken to mean the LI for any given mesh object is now 15% lower).
There is a known bug in this release where you always show up hovering on login… until you provide any sort of movement input at which point you drop down to stand. A fix for this is in the next RC maintenance update, which will hopefully available for deployment in week #14.
Wednesday, April 3rd, should see the RC channels restarted with no deployment.
Scheduled Region Restarts
A part of the Heart & Flowers simulator update is the ability for Private region / estate holders to schedule region restarts via the Region console in the viewer.
Schedules can be set on a Daily or Weekly basis (e.g. every day at 06:00 SLT; Monday & Thursday at 17:00, etc.)
Restarts have a “vaccination” period of +/- 5 minutes of the selected restart time, so that all regions in an estate don’t suddenly restart at exactly the same time.
Any scheduled restart can be cancelled in the same manner as existing manual restarts.
SL Viewer Updates
On Tuesday, April 2nd, the Maintenance X RC (usability improvements) updated to version 7.1.5.8443777128.
Like the end-of-week #13 updates to the Maint. W and Y RC viewers, this update was to bring the viewer to parity with the glTF / PBR Maintenance-2 release viewer.
The rest of the current official viewer in the pipeline stand as:
Release viewer: version 7.1.4.8149792635, formerly glTF PBR Materials Maintenance-2 RC viewer, issued March 11, promoted March 26.
Release channel cohorts:
Maintenance-W RC (bug and crash fixes), version 7.1.5.8443591509, March 29.
Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration), version 7.1.5.8448596295, March 29.
Materials Featurettes RC viewer, version 7.1.4.8270899680 – March 25.
Project viewers:
Puppetry project viewer, version 6.6.12.579958, May 11.
In Brief
Leviathan Linden hopes to get work done on providing a vehicle flag which will prevent HUD llSetVelocity() and lllApplyImpulse() from affecting the vehicle’s speed.
This is in response to a request to help solve the problem of cheaters sitting on competition vehicles. Someone sits on the object and uses a HUD with llSetVelocity() or other calls to push the vehicle faster than it would normally go.
Leviathan Linden indicated that the Lab has encountered a couple of issues in moving the simulators to 64-bit architecture:
A script memory issue. In short, some scripts that currently work at the very edge of the memory footprint might be pushed over the limit in 64-bit, and would stop working. So the Lab needs to figure out how much more memory access by scripts is required to allow all current scripts will be able to continue working. This will require a period of extended testing to see where the issue typically occurs.
Figuring out how to pack the servers on server instances. The Lab currently runs multiple servers on one machine, and some of the machine instances are currently close to their physical memory limit already when the underpinning servers run for a long time. So the Lab needs to hunt for memory leaks and resource leaks, carry out optimisation work where necessary and possibly change the server density on deployment.
The hope (as expressed by Leviathan) is to get the transition to 64-bit server architecture completed some time in 2024.
The above information was given in response to a request for an increase in the script memory allowance for Mono scripts (a frequent request from users / creators so as to reduce the overall number of scripts within an object & the number of events passing between them to achieve a given result – an important consideration, given scripts can impact the LI of objects). A general discussion on script limits, memory allowance, etc., then followed through much of the remaining time of the meeting.
A general discussion on region crossings / teleports (such as having vehicle-initiated teleports capable of moving a vehicle + occupants across and entire region / estate (“eep!” given the complexities involved), simulator management of TPs, etc. But as Monty Linden was not present – as the Linden most intimately involved in wading through the teleport / region crossing code, most of these were unanswered in terms of certainty of response.
† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, March 31st, 2024
This summary is generally published 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.
Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.
Official LL Viewers
Release viewer: version 7.1.4.8149792635, formerly glTF PBR Materials Maintenance-2 RC viewer, issued March 11, promoted March 26, 2024 – NEW.
Maintenance-W RC (bug and crash fixes) updated to version 7.1.5.8443591509, March 29.
Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration) updated to version 7.1.5.8448596295, March 29
Materials Featurettes RC viewer, version 7.1.4.8270899680, issued March 25.
Le Monde Perdu, April 2024 – click any image for full-size
Life has been pretty hectic over the last few months for me in the physical world, with much of it coming to a head over March 2024 (hence the lack of blogging most recently). Fortunately, things are now getting back to normal, so it’s time to resume my SL travels once more – and where better to start than my annual springtime trip to Luane’s World and the always picturesque Le Monde Perdu (The Lost World), the public Full region designed by LuaneMeo and Gorba McMahon.
Sitting at the southern extreme of the six private residential regions of Luane’s World, Le Monde Perdu always offers a sense of openness and nature’s warm embrace to visitors. A Full private region boasting the additional Land Capacity afforded such regions, Le Monde Perdu is open to visitors from across Second Life as well as those who opt to live within the estate’s rental regions.
Le Monde Perdu, April 2024
For this iteration, the landing point sits well to the north-east, close to where the region connects to the rest of the estate via a wooden footbridge. Note that visitors are free to wander the paths and tracks of the rental regions, but as asked not to trespass onto the actual homes and gardens therein.
The landing point sits on a shady, grassy knoll overlooking the footbridge to one side, and which is home to a greenhouse converted into an information kiosk on the estate’s available rentals. Two clearly marked paths descend from the knoll, one to the footbridge and the other, longer path gently riding the slope down to the southern half of the region. Both paths have horse rezzers located close to their respective ends, offering visitors the chance to hitch a ride around the setting if they prefer not to walk.
Le Monde Perdu, April 2024
A third route away from the landing point takes the form of a boardwalk stepping down the hill on its west side, presenting visitors with a choice of route onwards as they reach its lower half. One of these leads by way of a clematis-draped wall, to the shaded banks of the region’s lake, which can be easily circumnavigated on foot, with various waypoints on the route around it taking the form of various places to sit and pass the time. These include a little boat out on the water itself, a deck extending out over the waters and a charming little shoreline cottage. A deck adjacent to the latter provides access to a swan boat pedalo rezzer for those who fancy a little ride out on the water under their own power.
Behind the little lakeside cottage, the land rises to a broad, flat-topped hill, home to a much more substantial house that offers itself as a faux watermill. If the wheel once drove any machinery, it’s long been removed and the room it occupied converted for more modern living than a place of work, whilst the water channel the wheel dips itself into looks to be now more decorative than functional, running as it does around three sides of the house. Which is not to say the structure is not in any way graceful or delightful – it most assuredly is, thanks to both the décor and its inherent multi-level design within its two main floors.
Le Monde Perdu, April 2024
Whilst the house is raised above both the lake to its north and curving beach to its west and south, it is not sitting on the highest point within the region; that honour goes to a little greenhouse and garden area located on the flat head of the island’s almost central plateau, which rises above the shoulder of land on which the house sits. It is easily reached from the house on foot, the greenhouse and garden looking as if they are intended for little spring / summer time soirees, once the heat of the day has dissipated a little.
The path leading to the little plateau also offers access to the region’s south-eastern headland by way of a broad, stout bridge. The lighthouse on the headland appears justified, given the bleached bones of a wrecked ship lying of the shoreline below, whilst the placement of the bridge and the small size of the lighthouse in turn suggest whoever lives at the big house has a responsibility for maintaining the latter.
Le Monde Perdu, April 2024
The bridge is required as the lighthouse is separated from the house by a narrow, sheer-sided gorge which forms one end of a finger-like inlet pointing inland almost as far as the southern path down from the landing point. Here again, the water’s edge is marked by multiple places to sit and pass the time, whilst a little canoe presents the opportunity to sit out on the water and enjoy the peace and quiet.
In fact, if there is one thing that this iteration of Le Monde Perdu is not short of, it is in places to sit and tarry – and rightfully so. They are scattered across the setting with a care that ensures they do not feel they are trying to crowd one another out, but to rather encourage people who visit to spend a little time decompressing and just enjoying the natural lie of the land and watch to local wildlife (and the various cats and dogs waiting to be found!). In fact, such is the bucolic peace evoked within the setting, you might spot one or two of the wildlife citizens of the region also chilling out and catching a few Zees!
Le Monde Perdu, April 2024
Finished with a subtle sound scape and offering multiple opportunities for photography, Le Monde Perdu remains one of the must-see / re-visit regions within Second Life. And don’t forget, there’s also Le Monde Magique – Magical World – sitting overhead and wating to be explored as well! I’ll be heading there once more in the near future.
But for now, given all the hustle and strife of the last few weeks in the physical world, Le Monde Perdu is exactly what the doctor ordered by way of recuperation and a return to my SL explorations 🙂 .