A Place Between the Rocks in Second Life

A Place Between the Rocks, June 2024 – click any image for full size

Sitting on the north side of Brittany, the westernmost region of metropolitan France and facing the English Channel, is the department of Côtes-d’Armor. It’s an area with an interesting geography and an equally interesting history, encompassing as it does a curious mix of being both strongly Catholic and also having a long tradition of anti-clericalism.

Brittany as a whole has a lot to commend to visitors, including within the Côtes-d’Armor, containing as it does the seaside resort of Perros-Guirec, the Castle of the Roche Goyon (aka Fort la Latte), a monument historique, and – close by to the castle – the peninsula of  Cap Fréhel with its spectacular cliffs, moorland terrain, lighthouses (one dating back to the 17th century) and (now controversial, due to the wind farm location roughly 15 km off the coast) views out over the channel waters.

A Place Between the Rocks, June 2024

Côtes-d’Armor is also the location of the commune (here meaning an “administrative division” of a similar nature to something like a civic parish in the UK or a civil township in the USA, rather than a place where hippies might bliss out) of Plougrescant. Extending its thumb out into the English Channel and with the town of Plougrescant sitting at the inland end of the thumb, this area features a marvellous circular walk out and back from the town taking visitors up the eastern coastline to its northernmost tip, La Pointe du Château, and the the beginning of a fabulous rocky landscape with glowing hues, which breaks up the lowlands, with the path followed this more rugged setting back south along the western coastline. As it does so, the path by Castel Meur, a lowland peninsula with two small headlands, a lake-like body of water trapped on their landward sides.

Sitting on the more northerly of these two little headlands and overlooking the inland waters is the remarkable la Maison du Gouffre, “the house between the rocks” (and which is perhaps more widely also known by the name of the land). Remarkable, because la Maison du Gouffre is exactly what it’s name suggests: a house (cottage might be a better term nowadays) built slap bang between two outcrops of rock rising from the flatland like teeth.

A Place Between the Rocks, June 2024

Built in 1861, the house has always been in precarious position – the weather can be frequently violent  – and utilises the rocky outcrops on either side as a means of protection whilst also being built so that its back faces the open expanse of the English Channel. As such, it has survived down the years, and – remarkably – has remained largely in the hands of the descendants of the original occupiers. Such is its iconic look, that over the years, the cottage was featured in a series of tourist campaigns intended to bring visitors from around the world to Brittany.

One of these campaigns used a postcard with an image of the cottage, and was so successful, it not only brought visitors to Brittany – it brought them practically to the front door of the cottage. As a result, in 2004 the owner (and granddaughter of the original owner) successfully sued for, and won, all commercial image rights over the property, preventing its use in any commercial venture without her expression permission.

A Place Between the Rocks, June 2024

As a private residence, la Maison du Gouffre is not open to visitors, but non-commercial photographs can still be taken whilst passing by, and thanks to people posting personal images on-line, etc., its fame has potentially grown even more.

However, you don’t necessarily have to visit France to witness the marvel of la Maison du Gouffre; you can currently do so right here in Second Life, courtesy of Bella (BellaSwan Blackheart), who brings us her homestead region design A Place Between The Rocks, inspired by the house at Castel Meur.

A Place Between the Rocks, June 2024

Just like its namesake in the physical world, the setting provides a scene of a largely flat landscape broken by three large outcrops of rock, the large two of which offer some shelter to the little cottage nestled between them. The cottage is, again like its namesake, a stone-built structure with shuttered windows bracketing the front door, and squat chimneys to either end of a roof from which gabled dormer windows stare out over the land and water. This is not a furnished property within, but outside has all the indications of being occupied: potted plants are much in evidence, chickens are being kept, a bicycle with a bag of groceries is propped outside of the front door, whilst a cobbled terrace to the rear of the place shows signs of use as it sits under a wooden pergola.

No lake faces the front of the house, the general design of the setting suggesting it is an island unto itself (with a smaller one sitting just offshore as a study point for an artist), but the low wall surrounding the original has its digital sibling here. Rich in heather and wild grass, the land has the feeling of being both windswept and at times pounded by angry storms, the island-like nature of the entire setting merely adding to its sense of beauty and retreat.

A Place Between the Rocks, June 2024

A Place Between The Rocks is a part of Bella’s default group, Bella’s Lullaby, so members of that group will have rezzing rights on the land for photography, while those requiring such rights can obtain them for L$40 – just please pick up your bits after you. Caught under a very suitable EEP setting, and rich in the sounds of cats (they’re all around, keeping an eye on things!), bird and chickens and with places to sit scattered around awaiting discovery, this is another excellent region design by Bella.

SLurl Details

SL21B Town Hall Summary: Product Operations (audio + video)

SL21B Product Operations Town Hall (l to r): Missy Mole (host); Patch Linden; Keira Linden, Derrick Linden and Izzy Linden
On Wednesday, June 26th, 2024, Linden Lab held special Town Hall Meeting of the Product and Engineering team, featuring the following personnel:

  • Patch Linden – Senior VP of Product Operations & Marketing.
  • Keira Linden – Support Operations Manager.
  • Derrick Linden – Product Operations Manager.
  • Izzy Linden – Creative Producer.

This is a summary of the topics discussed at the session. Audio extracts are included were appropriate, and a video of the session is embedded at the end of this article – my thanks to Pantera for providing it.

Table of Contents

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so. Note this is not intended to be a full transcript, but rather covers those items discussed which are liable to be of the most interest.

A Little Background

[Video: 2:02-8:27]

A brief introduction to each of the people participating:

  • Patch Linden: joined the company in 2007 as a support agent. He later became Support Operations  Manager time and then he established the Land Operations Team (then within the Product Team), which became the nucleus of Product Operations. As a senior VP alongside Grumpity, he is responsible for the development and operation of Second Life.
  • Keira Linden: joined the Lab in 2008 working in the Concierge Team. Currently manages all the various support teams for Second Life and also the Governance Team.
  • Derrick Linden: as the Product Operations Manager: joined LL in 2011 and wears many hats – including overseeing the Land Operations Team, the Skill Gaming Team and co-running the Linden Department of Public Works (the Moles) alongside of Patch Linden.
  • Izzy Linden: joined LL in 2007. As the Creative Director works on a range of projects, including with the Moles.

Linden Homes, Land and Mainland

Linden Homes – Patch Linden

[Video: 9:40-17:45]

  • Currently planning for Linden Homes includes:
    • An update to the Premium Log Cabin theme floorplans.
    • A new mixed parcel-size (512 sq m and 1024 sq m) Premium theme with multiple floor plans.
    • A new Premium Plus theme with multiple floor plans.
    • This work is all in the planning / scoping phase; there is also some polling for possible themes to go with it, and maybe an idea from this might be implemented.
    • These ideas are likely to be in development for the next 6-12 months.
  • Transitioning off the Old Linden Homes [the original 512 sq m mini-continents] remains under consideration / evaluation.
    • The longer time goes by, the more likely it is to happen, but there is no firm timeline or date as to when this might start.
    • However, were it to seem possible that the old homes could be retired as the above new selections of homes are rolled-out, then this “might be a likely scenario”.
  • On Premium Plus being allowed two Premium Homes on a single account:
    • Has been thought about. However, doing so would impact available inventory of homes: there are only so many Linden Homes available as any given time, and people taking two diminishes the availability for others.
    • The current mechanism for managing Linden Homes and ownership isn’t geared for single accounts owning multiple homes.
    • It’s acknowledged that the above mechanism needs to by updated for other reasons, so it is possible when this work is carried out, that the idea of multi-Linen Home ownership (and “mix-and-match” ownership of different parcel sizes of Linden Homes) might being looked at. However, updating the system is a significant technical project, and not something currently in the works.
  • On mixing different plot sizes / themes [e.g. a 2048 tree house amidst 1024 Victorian homes]:
    • It’s always been implied that house selection is based on subscription level, theme and floorplan, with the location then based on that rather than being based on location, parcel size, etc.
    • The above approach keeps the system clean and easy to manage, given regions can be defined in terms of intended use  allowing the land to be planned accordingly. Trying to mix all parcel sizes and themes could make things confusing and hard to implement, so LL is wary of introducing too many options into a single selection process.
  • [Video: 58:15-59:12] On providing 512 sq m Linden Homes on Premium Plus 2048 parcels:
    • Has been considered, but it is unlikely to be considered for the foreseeable future.
    • Might be something that gets revisited after the old linden Homes have been retired.

10K Land Capacity Region Product – Patch Linden

[Video:  18:01-20:40]

  • It has often been requested than LL should offer an additional region land product with a 10K Land Capacity, to sit between Homesteads and Full private regions.
  • The idea has been discussed numerous times within the Land Team – but this does not mean anything is necessarily going to be offered, nor should it be inferred that it will be.
  • Any new region product can have the potential to be highly disruptive to Second Life and the platform’s economy, and needs careful consideration.
    • [Side note: evidence of this can be seen in the 2008/2009 OpenSpace region update & transition to the Homestead product. This caused major disruption in terms of pricing and impact on users, and led to a false sense of SL growth. In a period of some 6-8 months, the number of regions on the grid almost doubled (18K to around 32K, and as the expense of Full regions) with no actual increase in the number of active users. This in turn lead to the false sense that Second Life was “failing” in the years following, as the region count declined year-on-year, even though active user numbers remained relatively stable by comparison.]
  • As such, the risk / rewards to everyone involved in SL – the Lab as a business that needs to turn a profit, through the wishes of those who would like to hold a more capable region, to the potential impact on the existing land rental businesses operating across Second Life and there revenue models – need to be carefully assists (and often reassessed).

Mainland and PBR – Derrick Linden

[Video: 20:52-23:24]

  • Addressing Mainland appearing darker under PBR rendering:
    • Yes, a resolution in being developed.
    • The time frame for implementing it is liable to be in the short-term rather than people have to wait for an extended period for it to be deployed.
  • 2K Textures / PBR Materials on Mainland terrain:
    • This is a significant undertaking, but is under active discussion – just no time frame as yet.
    • There are technical / implementation issues that need to be addressed:
      • An automated system of mass update would be the simplest, but might not produce the most satisfactory result.
      • A semi-automated update process would offer greater flexibility of application, but would be far more time and resource intensive.
    • The aim is to try to determine an approach which balances the above and which also has the least direct impact on Mainland residents and users.

Zindra (the Adult Continent) and Adult Initiatives

Zindra – Derrick Linden

[Video: 24:06-25:27]

  • On connecting Zindra to the rest of the Mainland through relocation & a water channel:
    • Has not been considered – but this does not mean it could not be considered.
  • On expanding the Zindra continent:
    • No plans to expand Zindra at present.

Adult Initiatives – Patch Linden

[Video: 25:33-28:45]

  • As hinted at in the December 2023 annual review, the Lab has been considering more Adult-oriented initiatives [which was not, as was subsequently reported / claimed, anything to do with the theme for SL21B].
  • One specific new project in development is a streamlined on-boarding process for new users specifically interested in the more adult / spicier side of SL. It will include:
    • A new Adult-oriented Welcome hub / experience.
    • Provide information on more mature content.
    • Provide the means for them to acclimate to the platform.
    • And more.
This image was part of the December 2023 annual review blog post by Linden Lab, which might show an aspect of the new Adult-centre user onboarding hub / experience
  • This is part of a broader initiative that includes elements such as fostering community, offering living spaces, commercial environments, continental-sized land masses.
  • It is regarded as a “whole new way and approach” to having Adult communities in Second Life, and will be worked on over the next 6-8 months as a background project. More details will be made available in the future.
  • It will hopefully be an environment wherein established and new users within Adult-oriented interests can enjoy and appreciate SL’s Adult content in a setting that will be “very fitting for it”.

Governance and Support

General – Keira Linden

  • [Video: 29:46-32:03] Increasing Governance Awareness of hate speech:
    • The Governance team does all it can to remain abreast of global trends in hate speech, symbols used, etc., which could potential violate SL’s Terms of Service & Community Standards. This is through a mix of research, collaboration with subject matter experts through seminars, etc.
    • Obviously, Governance is also reliant on Abuse Reports filed by users when they encounter hate speech / imagery / symbols, etc., and this can also be used to expand awareness in the team as well as being responded to.
    • It is acknowledged that saying on top of things can be difficult, and factor such as cultural differences at times can come into play, hence why investigations take into consideration context.
  • [Video: 32:24-33:06] On providing insight into the tools and techniques Governance uses:
    • The team and the Lab does not publicly comment on the tools and techniques used during investigations.
    • One simple reason for this is that if those determined to make mischief know of the techniques and tools used by Governance, they would seek to find ways around them and try to avoid discovery, etc.
  • [Video: 33:14-34:18] On automated moderation tools:
    • [see also: 2024 SL Governance meeting week #19: Child Avatar Policy]
    • LL is looking at companies and products in the content moderation space.
    • The aim is to try to make the moderation of egregious content which clearly violates the SL Terms of Service and which could potentially violate laws outside of Second Life, as automated as possible.
    • Evaluation of these tools for suitability is still in progress, but the aim is that should they prove to be on use, to add them to the Governance toolkit and make the removal of offensive content on the platform faster.
  • [Video: 34:38-37:35] On Private Island tenant / land holder disputes:
    • This is not something the Lab can easily involve itself: sub-leasing land from another resident comes down to an agreement between to SL residents to which LL is not a party.
    • As such, and unless there is a clear violation of the SL Terms of Service involved in the situation, there is very little Governance can do.
    • That said, it can be good for Governance to received ARs on situations like this, as it can help to determine if there is a pattern of behaviour or similar, and whether it might be necessary to reach out to someone to discuss matters further.
  •  [Video: 37:44-39:34] On the value of Abuse Reports:
    • Abuse Reports are often the start of any investigation, and so submitting one with as much information as possible is always of value.
    • Without any Abuse Report, Governance has no visibility of any issue or potential issue, whether or not they can act upon it.
  • [Video: 46:53-48:42] On providing 24/7 support to a global user base:
    • Tickets can be submitted 24/7, even if not responded to on a 24/7 basis.
    • The is the support chatbot, which is available 24/7 and can deal with basic support requests.
    • Live chat support works to hours that have been determined to be the most effective for dealing with most types of enquiry, and as the platform has been improved, LL have seen a global reduction in the need to provide global 24/7 support.
    • Support observes US holidays, as that is where it is now based, and staff deserve the opportunity to spend time with their families, as such, all all of support is staffed during such holidays – but this does not necessarily mean there are no support staff.

Account Sharing and Business Use

[Background see: Allow Business Accounts to Share Access Responsibly (Feedback Portal) and DRD Facing Unfair TOS Enforcement (Forums).]

[Video: 39:39-42:30] – Patch Linden
  • On a simplified level, the Terms of Service and related policy specifies that account details should not be shared with another individual, and while often complicated, LL has tried to adhere to that.
  • LL look upon users’ accounts akin to a financial instrument – accounts have financial information on them and provide access to billing and payment methods and includes the ability to spend money.
  • Account access gives opportunities for irreparable damage to be done, such as deleting and purging a person’s entire inventory.
  • It is also true that relationships can and do go wrong, and can be seen to go wrong . Therefore, LL is protective as protective as possible about people’s accounts.
  • That said, LL has “heard the call”, and recognise that perhaps times have changed, and so might be amenable to change.

[Video: 42:30-44:32] – Keira Linden
  • Changes to process and policy can take time, particularly when it touches on multiples teams / departments (as this does).
  • However, this request / issue is actively being worked on in order to come up with an approach / solution that meets everyone’s interests.
  • Biggest concern is fraud / the need to protect people’s financial interest, simply because relationship can break down / things go wrong between people.
  • As such, it will take time to work out and produce something, but the issue is being worked on.

Content Theft & Sale: Setting a Policy Outside of DMCA – Keira Linden

[Video: 44:36-46:46]

  • It is “tricky” determining who is the rightful owner when two people claim to be the originators of content in SL.
  • As Intellectual Property (IP) is protected by international laws, via the Digital Millennium Copyright Act (DMCA), LL must adhere to DMCA provision in order to be covered by it.
  • Therefore, in all matters of potential content theft, creators must submit a duly-completed DMCA form, and the team responsible will help guide people through the process.
    • Filing the DMCA form starts a creator on the legal process of protecting their named content not only in Second Life, but in the digital ecosphere as a whole.
    • While there may be very occasional situations where the IP violation is so obvious, LL might be able to take direct action, these instances are seen as very rare, and creators should not rely on fitting into this category.

Dealing with Charitable Organisation & Events & Disbursement of Funds Raised – Derrick Linden

[Video: 49:00-52:24]

  • Linden Lab has two levels of relationship with those raising funds through Second Life.
    • The highest is with established fund-raising partners in Second Life (e.g. the American Cancer Society; Team Fox / The Michael J. Fox Foundation, etc.). This level includes agreements in place for how they operate and how the Lab supports them.
    • The lower level and individuals and organisations raising money through SL, but where there is no formal partnership with LL. Here’ the Lab is more limited in what it can do in support of such events.
  • Working with those in the latter option tends to be limited to assisting them with listing their event(s) in the Destination Guide, verifying any past fund-raisers the individual / group has done, and, if the individual / group is working directly with a charitable organisation, getting verification that they are authorised to to so.
  • Ergo, if an event is listed in the Destination Guide, it has gone through verification as a legitimate fund-raiser, and the money raised will make its way to the intended recipient party/ies, with verification this as happened after the event.
  • This does not mean charity events which are not listed in the Destination Guide are someone “false” or not really raising funds as stated – it simply means that the event has not gone through any process + verification in order to be listed.

In Brief

Second Life Community Exhibition – Izzy Linden

[Video: 55:20-56:44]

  • Located at the Welcome Hub.
  • Is a three-phase development:
    • Phase One – initial opening with selected communities – completed.
    • Phase Two: initial expansion with submissions from communities – completed.
    • Phase Thee: final build-out of available exhibitor areas, with submissions from communities.
  • Once the available space has been built-out, LL plans to start rotating community displays in and out of the exhibition space so that all participating communities have exposure.
Second Life Community Exhibition (SLCE), at its opening in January 2024
  • Also included in Phase Three will be a gift spire, where all participating communities can place gifts if they so wish.
  • Communities wishing to join the Exhibition can do so via the SLCE application form,

Second Lifetime Premium and Premium Plus Subscriptions – Patch Linden

[Video: 57:24-57:51]

Will SL Support Multi-Partnering? – Patch Linden

[Video: 1:02:17-1:03:25]

  • Has been discussed, and a project to allow for multiple partners (including listed in profiles) is in development.
  • No time frame as to when it will be released – the design work has been done, and it is hoped that Engineering and Product will be able to work on in Soon™.

General Questions

Please refer to the video from 1:03:28 onwards.

SL21B Town Hall Summary: Product and Engineering (audio +video)

SL21B Product and Engineering Town Hall (l to r): Kali Linden, Signal Linden, Missy Mole (host), Grumpity Linden, Sntax Linden, Kyle Linden

 

On Tuesday, June 25th, 2024, Linden Lab held special Town Hall Meeting of the Product and Engineering team, featuring the following personnel:

  • Grumpity Linden – Senior VP of Product & Engineering.
  • Signal Linden – Director of Engineering Second Life Server & Viewer.
  • Kali Linden – Director of Engineering Web & Platform.
  • Sntax Linden – Senior Product Manager.
  • Kyle Linden –  Product Manager.

This is a summary of the topics discussed at the session. Audio extracts are included were appropriate, and a video of the session is embedded at the end of this article – my thanks to Pantera for providing it.

Table of Contents

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so.

A Little Background

[Video: 2:37-8:48]

A brief introduction to each of the people participating:

  • Kali Linden: has been with Linden Lab for nine years and heads-up the teams responsible for the Lab’s web properties (Marketplace, Secondlife.com, etc., the account management and log-in services, etc.
  • Signal Linden: a software engineer with a long history with virtual environments (MU* platforms, etc.), and started using SL as as high school student. He joined LL in 2015, initially working on Sansar. His background is software engineering, and he now leads both the viewer and server engineering teams.
  • Grumpity Linden: joined SL as a contractor with The Product Engine and helping with the development of (the then) Viewer 2.0, and formally joined LL in 2014. As the Senior VP of Product and Engineering she is responsible for coordinating both teams and overseeing their various projects, often in a hands-on capacity (as with SL Mobile).
  • Sntax Linden: manages the Lab’s web properties under Kali Linden (as he leads the monthly Web User Group meetings), and currently has a specific focus on the Marketplace and improving Second Life’s commerce environment.
  • Kyle Linden: as a product manager, is focused on creator tools within the platform. He is a 17-year veteran of Second Life and has worked in most areas of the Linden Lab / the platform in that time.

Major Announcements

SL Mobile

[Video: 1:09:25-1:16:34]

The SL Mobile log-in screen (splash image changes with each log-in), the connecting screen giving destination, and the in-world view with drop-down menu active
  • The App is not currently visible on  Google Play, as new apps take up to 7 days to become searchable there.
  • It is hoped the Beta can open out more widely Soon™.
  • As a Beta product, there is still much more work to do – but a lot has been achieved with the assistance of the closed alpha users / testers.
    • However, SL Mobile will never provide all of the features found in the viewer, as it is impractical to do so (e.g. in-depth content creation is unlikely to be a part of the app).
  • In keeping with the above, feedback from those trying the Beta is welcomed – refer to the link to the official blog post above for details.
  • Feedback is requested through the SL channels, not through either the Apple Store or Google Play, as the latter could unbalance the app’s ratings unfairly, given it is only a Beta product, not a released product.
  • LL are still in consultation with Apple over the issue of the iOS version of the app not being allowed to access Adult rated regions.
  • LL have been in discussions with Unity (as the app is built on that engine) over Unity’s sudden licensing changes earlier in 2024, and the belief is that this will not be an issue for SL mobile in the future.

Scripting and Lua(u)

[Video: 26:31-31:17] – Signal Linden

[Background: In February 2024 it was confirmed LL is looking to natively adopt Luau, a Lua VM implementation viewer-side as a means of providing better support for, and control of, scripted agents (including automated testing capabilities using such agents; providing a means of supporting custom UI extensions / plug-ins without having to resort to C++ and adding custom displays to present exiting information in the viewer. See here and here for more on the initial announcement. The following is in addition to that work.]

  • Signal indicated at as well as running Lua natively on the client-side, LL is now looking to replace the Mono VM runtime engine with Luau’s runtime engine on the back-end.
  • This means that scripts should be more efficient in their memory use and execute faster.
  • The work is still in the benchmarking / development phase, and more information will be provided as work progresses.
  • As this is now a viewer / server project, it is liable that information will be made available through both the Simulator User Group meetings and the TPV Developer meetings, as it become prescient.

  • Rider Linden added further context to the above in local chat:
The project will end up swapping the underlying Mono VM out for a Lua VM under the hood … Our plan is to support both [LSL and lua]. We will end up compiling the LSL down to the Lua bytecode. [So essentially] 2 VMs. LSO (the old stuff) and ultimately the Lua VM. The Mono -> Lua bytecode change should be invisible.

Content Creation

Educating Creators (Best Practices, Content Optimisation, etc) – Kyle Linden

[Video: 10:00-11:42]

  • The existing community of Second life creators as their greatest educational asset, and so are thinking about ways to spotlight creators who provide videos, guides, tutorials, and / or by teaching in-world, etc., on a “best practice” basis.
  • That said, LL acknowledge their own documentation is often poor – much is out-of-date, features are often released without full documentation [which also might never follow as a result], and focus needs to be placed on this.
  • Believes that LL are going to try to build a better repository / resource creators and users can use to find the kinds of tutorials / class / video guides mentioned above.

Improvements to Mesh Rigging and the Avatar Skeleton – Signal Linden

[Video: 12:07-15:31]

  • LL is aware the current approach to rigging mesh and attachments to the avatar is a non-trivial task is is looking to ways to improve the workflow for creators so that content built outside of SL can be more directly imported and “work”.
  • This involved moving to modern content creation standards [i.e. the glTF 2.0 specification, as frequently referenced in this blog].
  • First phase of this work currently in development with glTF scene import, which will prototype a “drag and drop” approach to taking content from Blender and dropping it into Second Life [details on the glTF import / export work can be found in my CCUG summaries].
  • One outcome of this work will be the ability to have more “local mesh preview” capabilities, where content can be temporarily displayed in the viewer exactly as it appears in the tool used to create it (e.g. Substance Painter, Blender), without having to go through any form of upload conversion (somewhat like the Local Textures capability).
  • Further into the future, this work will mean SL can support custom armatures (rigs / skeletons).

Animation Improvements – Priorities and Editing – Signal Linden

[Video 15:38-17:08]

  • This is seen as an important capability by many, both for helping to improve the smoothness of things like Animation Override systems and in avoiding potential conflicts between animations.
  • It has often been requested and is something the Lab would like to tackle. There are requests on the Feedback Portal, and people are asked to vote on them to indicate how important they think this is, and new ideas should be submitted there.
  • Sees the issue potentially being tackled in a number of ways (e.g. better scripted support, supporting different animation formats, etc.).

2K PBR Terrain on Mainland / Support for PBR and 2K textures on Avatars -Signal Linden

[Video: 19:12-21:16]

  • 2K PBR terrain on Mainland more a Product Operations question than an engineering question.
  • 2K textures + PBR support for Avatar Appearance [Bakes on Mesh/Bake Service; wearables assets (inventory), appearance editing, etc.]: No 1 most voted request on the Feedback Portal and is currently being planned. Deployment should eventually be a combination of both at the same time, once ready.
PBR terrain. Credit: Linden Lab

PBR and Improvements – Signal Linden

[Video: 32:53-40:39]

  • The graphics team is continuing to work on optimising PBR performance, including fixing redraw bugs, memory use, etc.
  • This work is in part focused on optimisations for mid-range hardware (e.g. around US $800 brand-new).
  • With regards to MacOS, there is a focus on the current memory issues
  • LL recognise that the introduction is a world-changer in terms of SLs visuals – but it is also a world-changer in allowing content creators to more readily use their tools to produce good content for Second Life without having to resort to arcane measures.
  • Appreciate the change can be painful for some, and are trying to respond where possible with updates and improvements.
  • Pointed out (again) that the arrival of PBR is just one step in the overall plan for enhancing Second Life’s capabilities and full leverage modern content creation tools and techniques.

WebRTC

[Video: 45:48-50:00] – Signal Linden

[Background: WebRTC (RTC=”real-time communication”) is bing implemented to replace Vivox as the Voice component in Second Life. It is both a viewer and server project, with the viewer code supplied as a library with a wrapper, so there will no longer be a separate 3rd party Voice .EXE plug-in. It will offer a more extensible, “industry standard” approach to voice in SL, with better fidelity and sound quality. Initial deployment will see it work alongside Vivox (with some limitations).]

  • The release candidate viewer can be found on the Alternate Viewers web page.
  • The switch-over will be carried out in collaboration  / cooperation with TPVs.
  • Work has been put into securing the use of WebRTC Voice against attempts to eavesdrop, obtain people’s IP addresses, etc., by routing peer-to-peer communications via an internal server using a Lab proxy IP.

Commerce

  • [Video: 58:11-1:00:33] Mult-Factor Authentication (MFA) – Kali Linden
    • Will be added to the Marketplace.
    • It will be opt-in, as per the viewer / SL dashboard.
    • The overall goal is to have MFA applied to all points of entry to SL for those using it.
  • [Video: 1:00:59-1:03:01] Marketplace questions – Sntax Linden
    • Marketplace Search has been undergoing improvements and will continue to do so, all the the aim of improving the ability of content creators to promote their content and buyers get to the content they want to see.
    • Marketplace on mobile devices: There is a project underway to update the Marketplace design and UI which it is hoped will make it more accessible to smaller screens, and when using the in-viewer web browser.
    • Feedback on these welcome through the Feedback Portal and at the monthly Web User Group meetings.
  • [Video: 1:03:05-1:04:16] CasperVend / Marketplace integration – Kali Linden
    • A road map is being developed as to what makes the most sense to do first with CasperVend integration in general.
    • Again the onus is on making the general shopping and merchant experience better across the Marketplace and when using / interacting with CasperVend products.
    • It is likely one of the first areas for integration will be having CasperVend delivering go through the same mechanism as Marketplace deliveries, simplifying CasperVend redeliveries.
    • Longer-term going is to have things integrated so that Merchants can manage their activities through a single point, whether selling through CasperVend or / and via the MP.

In Brief

Upcoming Initiatives – Kyle Linden

[Video: 24:40-26:20]

  • Combat 2.0 [ first tranche of work updating the Second Life Combat system (SLCS – see my Combat User Group summaries).
  • Implementation of game controller support (e.g X-Box game pads).
  • Introduction of WebRTC Voice.

Additional Viewer Updates – Kyle Linden

[Video: 42:15-45:29]

  • As well as those mentioned (glTF scene import, WebRTC, etc):
    • More sample content to the Library (e.g. mirrors).
    • HDRI support for skies, etc.
    • Possible updates to the library EEP settings to HDR.
    • Possibly extending the use of emojis in Display Names (this is problematic as it requires Unicode data to be stored, and so is only being explored at this time and many not make it to feature release).
Emojis in the viewer (and most / all TPVs)

Accessibility Initiative – Kyle Linden

[Video: 51:45-54:50]

  • Some of work going into SL over the last few years has been focused on laying the foundations for improved accessibility options.
  • One of the first elements of this work to surface will be server-side translation for text.
  • In the future, the deployment of WebRTC could potentially allow for direct text-to-speech / speech to text.
  • AI tools might be considered for giving access assistance to SL.
  • Those with ideas for making SL more accessible to all should file feature requests via the Feedback Portal.
  • It was pointed out that creators could help with accessibility by giving their creations meaningful names where appropriate, rather than leaving them as the default “Object”.

The future of Mesh Upload Prices – Grumpity Linden

[1:05-06-1:05:58]

  • With the work on glTF mesh uploads and scene imports, LL will be re-evaluating the cost of mesh uploads across all membership levels.
  • In the interim, the change to make 2K texture uploads  free for Premium Plus subscribers is now live.

General Questions in Last 15 Minutes

Please refer to the video from 1:16:53 onwards.

 

SL Mobile Available to Premium Plus and Premium in Open Beta

SL Mobile – via Linden Lab

On Tuesday, June 25th, Linden Lab announced the launch of an Open Beta phase for the SL Mobile App for Android and iOS, extending the opportunity for anyone with a Premium Plus or Premium subscription to Second Life to download the app and try it, and report on issues / give feedback.

  • The launch coincided with an announcement at the Product and Engineering Town Hall event at SL21B, and came with news of a series of special community-lead events to be held across the grid to mark the launch as well.
  • The announcement also saw the SL Mobile (beta) website become generally available, and the opening of a SL Mobile FAQ – those wishing to download and try the app on their device(s) should give this a read through.

How To Get It

As a beta release, you will need to use one of the links below on your device to access the SL viewer download:

The log-in screen (splash image changes with each log-in), the connecting screen giving destination, and the in-world view with drop-down menu active on a mobile ‘phone with octa-core processors ( 2×1.6 GHz Cortex-A75 & 6×1.6 GHz Cortex-A55), Mali G57 GPU and 8+8Gb RAM 

Some Points on Using SL Mobile

In General

  • This is beta software and liable to glitches (such a avatar skins rendering fully or partially black under a variety of situations).
  • Log-in is subject to multi-factor authentication, so if you use MFA, have a valid code available from your chosen authenticator when initially logging-in.
  • Once you are logged-in to Second Life on a specific device, future log-ins will be automatic on starting the the App until you log-out / are logged out from your device (e.g. because you try logging-in from a regular viewer whilst connected via SL Mobile).
  • The app also supports “standard” touch-screen capabilities including strafing movements (camera), pinch-zoom (camera zoom), etc.
  • SL notifications can be displayed as a part of your device’s notifications.
  • In order to comply with Apple requirements, Adult rated regions in Second Life cannot be access by the iOS version of the SL Mobile app.

Initial Tutorial

Avatar movement is via a “joystick” controller (tap bottom left of app window to reveal it), and a brief tutorial is supplied at first-time log-in.

Part of the Joystick tutorial displayed when logging-in to the SL Mobile App for the first time. Captured via a Doogee T10 8+7 Gb (Octa-core 2×1.6 GHz Cortex-A75 & 6×1.6 GHz Cortex-A55 CPU with Mali-G57 MP1 GPU), 1920×1200 25.65 cm diagonal screen

June 2024 Capabilities

  • Core capabilities in addition to world rendering and avatar movement, are accessed via a menu button to the top left of the app window.
  • These include:
    • Avatar: ability to change between complete outfits located in the Outfits folder
    • Chat: both nearby chat and IM (Friends (+Friends )n-line); Nearby; Group) – via overlay.
    • People: view All Friends, Friends On-line, Groups, Nearby, those Recent(ly contacted), those Blocked.
      • Includes options to view avatar profile, chat, IM, offer teleport, add / remove as friend, block, and AR.
    • Places: personal favourites, Destination Guide, Mobile showcase (DG subset).

    The Destination guide as seen in landscape view (Doogee tablet, 25.65 cm diagonal screen) and in portrait mode (16.5 cm screen on a mobile ‘phone)
  • There are also option to access the App’s settings, including:
    • General settings (draw distance (range 20m to 250m, with 20m or 100m and above not recommended); LOD (high, medium, low), Audio Steaming toggle switch, etc.).
    • Notifications settings.
    • Developer tools.
    • Feedback & bug reporting.
  • Also supported are:
    • Limited Context Menu access for avatars (e.g. to profile, to open chat, et.c) and in-world objects (e.g. to sit) – long touch over the avatar / object.
    • Receipt of Group notifications.
    • Receipt of app-specific notifications (blue dot).

What Isn’t There – Yet

  • At the time of writing the app does not support:
    • Building or object editing.
    • Inventory access and management (but see note on Outfit changing, above).
    • Use of voice.
    • Displaying on-screen HUD attachments or interactive dialogues drive by llDialog.
    • L$ transactions (or balance display) or Marketplace access.

Closing Comments

While I have been trying out the Mobile App since the public beta opened, this piece is not intended as a review, so I prefer not to give personal feedback here. I will, however, provided a more in-depth look at running the app on both a mobile phone and on a 10-in tablet device both on Android 13 in due course, as I gain more familiarity with using it.

Jade’s Red Lotus Lake in Second Life

Nong Han Kumphawapi, June 2024 – click any image for full size

Far to the north of Thailand and located within the Udon Thani province lies the lake of Nong Han Kumphawapi. According to the folklore of the region (lore which encompasses both northern Thailand and neighbouring Laos), the lake plays a pivotal role in the tragic love tale of  Phadaeng and Nang Ai, as do the flows which bloom within it (in their memory) and the wetlands within which it sits – wetlands that were designated as being of international importance in 2001, due to their biodiversity.

Nong Han Kumphawapi, June 2024

The lake is also, as of June 2024, the latest setting Jade Koltai has used as inspiration for an in-world region design. In doing so, Nong Han Kumphawapi joins Jade’s Painjin (2023) in depicting another of the physical world’s wetland areas within Second Life (see: A Red Beach in Second Life).

Covering an area of just under two square kilometres, with the surrounding wetlands covering a total of just over 4 square kilometres,  the lake is also known as Talay Bua Daeng – Red Lotus Sea or Red Lotus Lake – due to the fact that while the water is more open that the surrounding wetlands, it is home a huge array of flowers which, which in bloom, turn the lake into a carpet of pink and red.

That the plants are tropical water lilies rather than lotus plants makes no difference – the sight of the flowers blooming across the water from around late November through until around late February give it both a mystical air and mark it as a tourist attraction. The lilies serve to hide a secret of the lake: whilst it may well cover an area of almost two square kilometres, it is for the most part little more than a metre in depth.

Nong Han Kumphawapi, June 2024

As noted, both the lake and the wetland are noted for their biodiversity, sustaining as it does a variety of fish, birds and plants. Water from the area also serves part of the Udon region to the south, providing them with water for agriculture, etc. However, it is within the tale (or rather, tales, as the story takes multiple forms) of Nang Ai and Phadaeng  that the lake is best known to the peoples of northern Thailand and neighbouring Laos.

In essence the story goes that Nang Ai (and also known as Aikham), daughter of King Ek-Thita, became famed for her beauty, bringing forth suitors from far and wide; one of whom was Prince Phadaeng. Another was Prince Pangkhee (or Pangkhii to some), the son of the Grand Nâga, ruler of the deep. He was said to have been married to Nang Ai in at least one past incarnation and was determined to be so again. As neither Despite Nang Ai clearly being in love with Phadaeng, her father insists a contest is held for her hand – and neither Phadaeng nor Pangkhee  succeed in winning it. Nang Ai’s uncle does, but he’s disbarred from wedding her, leaving everyone a tad miffed. However, both Pangkhee and Phadaeng determine they will each see the princess again.

Nong Han Kumphawapi, June 2024

Being the son of a shape-shifting deity, Pangkhee turns himself into an albino squirrel for his visit. In doing so, he successfully finds himself on the menu when Nang Ai sees him and decides stewed squirrel would go down rather well for lunch. Killed by Nang Ai’s hunter, with his dying breath, Pangkhee  requests that his father avenge him and kill all who eat squirrel – and just to help sort out who this should be, turns himself into 8000 cart loads of ready-to-cook squirrel meat. This goes down very well (literally) for the townsfolk – and Nang Ai even serves the visiting Phadaeng squirrel soup.Enter the Grand Nâga and his angry horde to carry out the requested vengeance. As the killing rages, Phadaeng and Nang Ai attempt to flee on horseback, but the Grand Nâga floods the land, creating the lake and Nang Ai carelessly falls into it and drowns. Stricken with grief Phadaeng dies as well – only to bounce back as a ghost leading an army of ghosts, no also out for vengeance, this time on the Nâga’s horde, who are indeed defeated, but not before the land around the lake is flooded, forming the wetlands.

Nong Han Kumphawapi, June 2024

With her design, Jade particularly captures the flowering nature of the lake, although the setting perhaps suggesting it has been transposed to a more coastal location. The waters are shallow, the lilies in bloom, and here and there the land rises above the water. On one sits the remnants of an ancient temple, while more ruins and the remains of wood houses rise from the waters like romantic apparitions, watched over by cranes. A modern raised deck sits out over part of the water, clearly awaiting the arrival of tourists, whilst sampan-like boats float out among the lilies, just like the ones used to carry visitors over the shallow waters of the real Nong Han Kumphawapi.

Rich in bird song and setting under s sky in which a westering Sun is slowly setting, the region includes multiple places to sit and be serenaded by bird song and the gentle sounds of lapping water. Recommended.

Nong Han Kumphawapi, June 2024

SLurl Details

2024 SL SUG meetings week #26 summary

Simurg, June 2024 – blog post

The following notes were taken from the Tuesday,  June 25th, 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 and the video by Pantera – my thanks to her as always for providing it.

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.
  • These meetings are conducted (as a rule):
  • Meetings 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

  • No deployments for the week, but all channels will be restart per usual schedule.

Coming up as the next simulator update is Summer Fun, which is currently with the Lab’s QA team. Following that will be Picnic, which is still in the process of being put together.

SL Viewer Updates

No updates to the current official viewers, leaving the list as:

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
  • Project viewers:
    • None.

In Brief

Please refer to the video for the following and other topics discussed:

  • Leviathan Linden is putting the GameControl feature behind a debug settings option, and then rebasing that onto the viewer _develop_ branch. This will help ensure the functionality is available in future viewer updates, ready to be enabled when the corresponding simulator support has been deployed.
  • A reported issue with llDetectedTouchPos is is the queue of issues the viewer team will be / are looking at.
  • The functionality gap with llSetLinkAlpha() and PBR Materials, and which has workarounds on the wiki using llSetLinkPrimitiveParams() and PRIM_GLTF_BASE_COLOR, is due to be more properly resolved for when controlling larger linksets.
  • Monty Linde noted that the first batch of teleports / region crossings  work is in line for the release after the Summer Fun simulator update – however, vehicles are not specifically part of this work.
    • This led to a general discussion on vehicular region crossings.
  • A further discussion on the Combat project – this will be covered in the Combat Group update following the meeting on June 27th.
  • A general discussion on getting world map tile information, focuses around the request for llGetRegionWorldMapTile.

† 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.