Don’t forget: Friday Feb 26th – Lab Gab AWS update and a farewell

via Linden Lab

Just a quick reminder to folks who may not have caught the official announcement at the start of the week.

The latest edition of the Lab’s chat show series hosted by Strawberry Linden, Lab Gab, streams at 11:00 am on Friday, November 26th. And it’s a special show.

As most are aware, the work to transition Second Life to operating via Amazon Web Services (AWS) was completed at the end of December 2020, and the Lab has completely moved out of its former co-location facility in Arizona.

Since then work has been continuing to make tweaks and updates to both help get some services that didn’t make the transition as smoothly as hoped (perhaps most notably to most people, Map tile updates) once again running as they should, with work also progressing on fine-tuning things, with the Lab looking to better optimise their services to take full advantage of the the hardware and infrastructure provided AWS.

Given all this, the show will feature Grumpity and Oz Linden, respectively the Lab’s Vice President of Product and Vice President of Engineering, will be providing a update on how things are going.

Oz and Grumpity Linden, with Strawberry Linden between them, will be appearing on Lab Gab on Friday, February 26th, at 11:00am SLT. Image courtesy of linden Lab

In addition, Friday, February 26th marks the end of an era. As he recently announced, Oz  Linden is retiring from the Lab as from today, as so the show marks once of his last public appearances as a member of the Lab’s management team – and indeed as a Linden.

In his time at the Lab – which amounts to something over 10 years -, he has achieved and overseen a lot, and has been responsible both directly and indirectly for making Second Life a much more capable platform, and in building a solid and fruitful relationship with both third-party viewer developers and the open-source community in Second Life; he also makes no secret of the fact that he has enjoyed his time at the Lab immensely.

To mark the fact that this is potentially the last time the users will get to hear from Oz, the show will also look back over his time at  the Lab – so be sure not to miss it and hear from him on a personal level.

You can catch it through the Lab’s streaming outlets on YouTube, Facebook, or Periscope, and I’ll more than likely have a summary of the show out within 24 hours of it airing.

Spring at Florence in Second Life

Florence at Low Tide

It’s been a year since Caitlyn and I last visited Gnaaah Xeltentat’s Florence at Low Tide. As that time, the region offered an early spring setting with a lean towards the Mediterranean in some of its styling. As we’re heading back towards spring, and needing a break to compose thoughts on another blog post I’m working on,  I hopped back for another look and see what early 2021 has brought to the region.

Most noticeably, it has brought the eyes of Iska (Sablina) to the work of landscaping the setting. Responsible for the likes of La Virevolte (see here for more), Ponto Cabana (read more here), and before them Field of Dreams / L’intangible (more here), Sablina has a proven track record of eye-catching region designs. Here, her work sits alongside interior designs by Tippah to present a new and attractive take on the region’s core elements as they were revealed a year ago.

Florence at Low Tide

As with its previous iteration, the current design has a distinct south-north orientation, complete with lowlands to the south and a truncated peak to the north-east. A fenced road still winds through the landscape, sitting above the southern waterfront to encircle the main part of the region, while the land remains split by the line of a narrow stream spanned by two bridges that between them carry the road over it.

However, within this, both Sablina and Tippah have added their own unique touches. For the former, this is seen in the gentle moving of the region’s architecture away from Tuscany and more into France – at last in terms of the names of the selected buildings. One of these is an eye-catching water mill by Silex (Silex Zapedzki) that has been converted into an almost ideal home. It sits above the southern estuary of the river, which retains its familiar scattering of rowing boats.

Florence at Low Tide

Across the river and more central to the island is an attractive cottage design by Hisa (Hisastore) that has become a popular choice among region holders and designers of late. It sits on the mid-level elevation of the land, bracketed on the one side by the river and on the other by the stream tumbling down from the north-east peak.

The peak and its uplands sit apart from the rest of the setting in that they give a reminder that winter has yet to fully pass: snow covers the land and frosts the trees. It’s not a solid cover – the warmth of the Sun is taking its toll the grass and rock is becoming visible under the greying blanket. An old windmill sits among the trees here, another new touch to the setting, I believe, although it has clearly seen better days.

Florence at Low Tide

As noted, the houses are all comfortably furnished, and as with the landscape as a whole offer numerous opportunities for photography. In terms of the latter, a Romany camp presents a further point of interest and  sits as a new feature – at least since my last visit.

For those who want to get away from things, the cottage tucked into the north-west corner of the region could be just the place. While it appears to have once been the home of the local lighthouse keeper, the typewriter outside suggests it might now be a writer’s retreat. Or perhaps the lighthouse keeper has taken to writer their memoirs!

Florence at Low Tide

Retaining its richness of detail and familiar lines whilst offering new sights to appreciate courtesy of Sablina and Tippah, Florence at Low Tide remains a place in which to wander and spend time.

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Khaos in motion in Second Life

La Maison d’Aneli: Khaos Part 1

Khaos Part 1 is the title of a new 3D installation currently open at La Maison d’Aneli, operated and curated by Aneli Abeyant. It marks the latest collaboration by Cherry Manage and YadeYu Fhang, two artists noted for their distinctive style and for presenting art installations that tend to be layered and nuanced, and which require time to experience, rather than simply observe.

All three of the attributes mentioned above are very much in evidence with this latest work, particularly as there do not seem to be any liner notes supplied by either artist as to their intent with it, this requiring the grey matter to be cranked into action.

La Maison d’Aneli: Khaos Part 1

Reached via the teleport disk at the gallery’s main landing point, it is important that visitors take note of the basic requirements for visiting the installation. In short, these are:

  • Make sure your viewer’s Advanced Lighting Model (ALM) is enabled (Preferences Graphics make sure the Advanced Lighting Model option is checked).
  • Enable Used Shared Environment (World menu Environment make sure Use Shared Environment is check).
  • As you walk into the installation space, make sure you accept the local Experience when asked to join (this happens as you walk towards the installation from the teleport).
La Maison d’Aneli: Khaos Part 1

To these I would add a moderate Draw Distance of around 150-200 metres is ideal for viewing the installation, and that visitors should be prepared for some fairly visually violent interactions. Finally, if you’re in a position to freecam / flycam, you most definitely should do so, as this is a 3D installation with multiple perspectives and where the local verticals are not necessarily oriented to the plane on which you walk.

Situated in a sharply-defined sky – while below, a black, star-studded sky above across which square clouds pass, the installation might be described as an artificial, geometrical landscape made up of translucent blocks. Almost transparent around the teleport point, these become more opaque towards the far horizon, where they form a tumble of large cubes and blocks suspended in such a way as to suggest a wall frozen in the act of collapse.

La Maison d’Aneli: Khaos Part 1

Before this wall are humanoid figures, some of whom appear to be falling from the wall, tucked into tight balls, others appear frozen in a motion of action – some mid-fall, some apparently trying to run away, two caught mid-fight. Many appear to be coalescing out of smaller blocks – or perhaps breaking up into them, depending on your viewpoint. Lines of light spear they way through some, adding to the impression they are breaking up; elsewhere solid lines pass through others, slanted as if to present a visual  indicator of their motion.

The overall sense of the setting is one of disordered randomness – which is added to by the fact that within this basic setting, nothing is constant. Light shifts and glimmers, other figures both large and small appear and vanish, some performing actions, some caught in whirlwinds of blocks swirling around or a maelstrom of wind. As time passes, a forest of rectangular beams many appear, some seeming to rise and fall as light plays over and through them, or avalanches of white cubes will suddenly rain down the “slope”, or masses of while lines will roll and twist in place, like streamers of snow caught in a storm.

La Maison d’Aneli: Khaos Part 1

Nor is this all – as you explore the scene on foot, and having accepted the local experience, you will suddenly find yourself part of it, being shaken violently, or pulled roughly into Mouselook as your body hang bent doubled only to be slammed several time into an invisible floor before being released to fall – and then returned to the platform.

Disconcerting, chaotic, ever-changing within the main backdrop, what is to be made of all of this? For my part, I was drawn to the idea that Khaos Part 1 is perhaps a reflection on the idea of chaos theory; the concept that while dynamic systems may well have apparently random states of disorder and irregularities, they are in fact governed by underlying patterns and deterministic laws that are highly sensitive to their initial conditions. And in a mirrored reflection of this, perhaps there is also the idea that whilst life can appear to be well-ordered and subject to patterns and laws as defined by society, it is at its core the product of a chaos that is never far from the surface, simply because of the unpredictable nature of basic human emotional response and outlook.

La Maison d’Aneli: Khaos Part 1

However, I’ll leave further interpretation to you; as noted, there are no liner notes provided with the installation, and I’d prefer not to to colour reactions with my own interpretations, and will leave things here, other than to speculate that given this is “part 1”, there may will be a follow-on installation at some point.

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Kokua: catching up to release 6.4.13

I hadn’t actually realised until this past weekend, but I’ve let my coverage of the Kokua slip by a fair few releases – my apologies to Chorazin and the Kokua team for allowing this to happen.

However, given this is the case, and given Kokua 6.4.13 has recently been released, I thought I’d run through a quick round-up of the changes since 6.4.2 and 6.4.14, with a focus on the most recent release.

Menus

Since Kokua 6.4.9, any clean install of Kokua will result in the viewer displaying an updated menu structure that comes closer in layout to the official viewer. It see the removal of the Edit and View menus. This sees the more popular options from these menus moved to the Me and Command menus.

The old (top) and new (bottom) Kokua menus. Note the new menu will be used following a clean install of Kokua.

Note that the menu can be reverted via the last option on the Advanced menu  – a restart will be required, however for the change to take effect.

Rapid Update Round-Up

  • 6.4.4:
    • New licensing of KDU for better rendering and LL Havok third party extensions.
    • Parity with the official viewer release 6.4.3 (FMOD studio update).
    • Implemented the Firestorm feature show the parcel boundary highlighting up to 4,000m (Build floater → Advanced Build Options → check Show parcel Selection Outlines and “…up to maximum build height”.
Enabling parcel boundary highlights to maximum build altitude

In addition, these updates incorporated all RLV updates from release 2.9.28.1 to 2.9.20.0, together with multiple improvements from the Kokua team for RLV functionality, and also assorted general bug fixes and improvements.

Kokua 6.4.13

Jelly Doll Improvements

Jelly Dolls old (l) and new (r). Note the colour and rendering of attachments on the left – the latter of which adds to the cost of rendering the Jelly Doll. This is no longer the case with the new Jelly Dolls

The 6.4.13 brings Kokua to parity with the official 6.4.13 Jelly Dolls viewer, revising how “Jelly Dolled” avatars are rendered.

  • Originally introduced in 2015 (and with various updates since) Jelly Dolls is a means for users to reduce the avatar rendering load on their systems, by having any avatars around them that exceed a certain complexity value (set via a slider) render as a solid colour and minimal detail.
  • There have always been a number of visual and technical issues with the manner in which these avatars have been rendered.
  • The new Jelly Doll updates now included in this release of Kokua improves how avatars are “jelly dolled”, by a) rendering them as a simple grey shape (rather than a solid colour) and avoids attempting to render attachments.
  • In addition it also improves to how avatar imposters are rendered and updated.

These changes should result in demonstrable improvements in view performance in environments where there are a large number of avatars, and the capability is sensibly used.

Group Updates

Kokua 6.4.13 adopts Kitty Barnett’s (Catznip) improves to accessing  / display Group related information.

Previously Group information was presented as one tab within the People floater. Accessing any elements of Group information – such as notices – was presented in the same floater. This meant information on only one Group could be opened at a time,and made actions such as viewing or creating a group notice somewhat complex.

With these changes, Kokua now:

  • Presents the Profile of a selected Group in a separate panel – this allowing multiple Groups to be viewed.
  • Similarly breaks out the Group notices creation option as a separate panel – which can also be accessed from the Conversations floater.
The new break-out Group floater and options available in the People floater (and via the Conversation floater)  for creating / viewing Group notices (which may be subject to permissions)

The new behaviour is enabled by default but can be switched back to the former behaviour by unchecking Preferences → Kokua → General → Group settings open in a new floater rather than within the People floater.

Block List, Object Derendering and Avatar Rendering Exceptions

Also ported from Catznip is a new floater that combines Block / Mute operations and Derender / Avatar Rendering options into a single place, allowing them to be viewed / reviewed / unblocked. The floater include options to add avatars / objects to the block list and also unblock avatars / items on the list.

Note that:

  • When a derendered object is removed from the list, it may not immediately be re-drawn, but may require a TP  away / back or a re-log to make it visible in your view.
  • A facility to block/mute objects has been added to Sound Explorer however there are some caveats to be aware of due to differences between sound and object handling:
    • Blocking/muting will generally not work if an object is in a different region or is beyond draw distance.
    • A sound may continue to play even after blocking/muting the object responsible. This typically happens when several objects are all playing the same sound – each object playing the sound must be blocked/muted before the sound will stop. The Sound Explorer has a facility to pause the listing which can be handy when trying to select several items.

Additional Updates

Two further ports from Firestorm;

  • Configuration options for chat message toasts: a new options panel has been added in Kokua / Preferences / Chat to allow many parameters relating to chat toasts to be tweaked, including their width.
  • Active Gestures: a new option on the Gestures floater to only show those currently active, originally.

The release also includes a number of fixes from the Kokua team – please refer to the release notes.

Feedback

There are three third-party viewers I’ve tended to use in Second Life: Firestorm, Catznip and Kokua. All three offer a different emphasis for users,and Firestorm has tended to be my first choice.

However, both Catznip and Kokua have their own attractions, and with the recent progress with Kokua in particular, coupled with its higher cadence of updates, it is fast becoming a viable alternative to Firestorm, particularly as tends to offer a slightly higher frame rate. Certainly, for those who are looking for an alternative that offers a similar menu layout and largely comparable capabilities in terms of commonly-used options, Kokua is very much the viewer to consider.

Links

2021 SUG meeting week #8 summary

Beneath a sky created by Whirly Fizzle, people gather to say farewell to Oz Linden ahead of his retirement (see below)

The following notes were taken from the Tuesday, February 16th, 2021 Simulator User Group (SUG) meeting.

Server Deployments

please refer to the server deployment thread for the latest news and updates.

  • Tuesday, February 23rd: no deployment to the SLS Main channel.
  • Wednesday, February 24th: all RC channels should receive server release 556138 (or a variant thereof). This release was originally deployed to the Apples test RC channel, and contains performance optimisations and internal fixes.
An Omnibus of Oz’s: to mark Oz Linden’s coming departure, several people – including Whirly Fizzle (l) and Alexa Linden (r) and Kyle Linden (pictured) – attended his farewell party as lookalikes. That’s the real Oz in the middle, seated on the Iron Throne.

SL Viewer

  • On Monday, February 22nd, the Simple Cache viewer updated to version 6.4.14.556088 (dated February 19th).
  • On  Tuesday, February 23rd, the Love Me Render (LMR) 5 viewer updated to version 6.4.14.556118, February.

The rest of the current pipelines remain as:

  • Current release viewer: Project Jelly viewer (Jellydoll updates), version 6.4.13.555567 and dated February 5th, 2021, promoted February 17th.
  • Release channel cohorts:
    • Custom Key Mappings project viewer, version 6.4.12.553437, January 7th.
  • Project viewers:
    • Legacy Profiles viewer, version 6.4.11.550519, October 26th.
    • Copy / Paste viewer, version 6.3.5.533365, December 9th, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22nd, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th, 2019.
At its peak, the farewell party for Oz Linden saw around 60 people in attendance.

In Brief

There wasn’t really a meeting, and for a special reason: as he announced earlier in February, Oz Linden, the Lab’s Vice President of Engineering, is retiring at the end of the month with Friday, February 26th marking his last day with Linden Lab.

As such, the meeting was given over to a farewell party, with around 60 people in attendance. I  managed to get a few shots of the event, as shown here. For those interested, I wrote something of a look back at Oz’s time at the Lab in Oz Linden announces his forthcoming departure from Linden Lab.

John and Tempest at Raging Graphix

Raging Graphix Gallery: Yin and Yang

Currently on show at Raging Bellls’ Raging Graphix Gallery is a joint exhibition by Second Life partners, John (Johannes Huntsman) and Tempest Rosca-Huntsman (Tempest Rosca) entitled Yin and Yang.

It’s a title that reflects both the art on display and the artists themselves on a number of levels. At its most literal, the title reflects the fact that whilst opposites on several levels (e.g. male and female, the fact that they originate on opposite sides of the Atlantic, etc.), Tempest and John naturally combine to form a whole. There’s also the fact that all healthy relationships contain within them the ability to grow and change, for both sides to contribute to the whole – and through their art and other endeavours in Second Life this is very true of John and Tempest.

Raging Graphix Gallery: Yin and Yang – Tempest Rosca

The title might also apply to their respective art: Tempest’s work is primarily Second Life focused, with a strong – if far from exclusive – lean towards avatar photography; John’s palette tends now to be a strong mix of art produced in the physical world that is then brought into SL. Thus, like yin and yang, there is a strong mix of what may appear to be different or even contrary forces (physical vs. virtual), which ultimately comes to form a whole.

This is certainly the case within this exhibition. With images presented exclusively in monochrome – again, something that might be a reflection of the black / white symbol of yin / yang – the pieces displayed here form a contrast that comes together towards the centre, allowing both halves of the exhibition to be seen as individual displays by individual artists, and also as a unified whole presented by a couple.

Raging Graphix Gallery: Yin and Yang – Tempest Rosca

For her part and along the outer walls of the gallery, Tempest presents a series of images that have been taken in-world. Whilst they can be considered portraits, in difference to my statement above concerning her work, they are not of avatars but of objects – cars,  a lifebuoy, a tram and a Hawker Hurricane.

Inanimate they might be, but thanks to their black-and-white nature, lines stand out clearly, giving each of her subjects a depth of life much as the lines and creases found on a face speak to the life within it and experienced by it.

Raging Graphix Gallery: Yin and Yang – Johannes Huntsman

Across the hall, John offers a collection of quite marvellous abstract and abstracted pieces, some of which appear drawn / painted and others produced with digital tools. All  are striking in their form, with a sense of the dynamic presented through line and shape, and that sharply contrast with the more familiar subjects found within Tempest’s images.

Also to be found within several of these pieces is an organic element:, form the flow of a liquid substance complete with spheroid droplet, through the creation of a human face within the sweep of line and the patchwork of light and dark, to suggestions of crops and a desert seen from above, the former being brushed by the wind, the latter left as ripples formed by the winds of the past. Thus, these pieces also give a sense of life within them, and in doing so, they create a natural flow before the two halves of the exhibition, unifying them.

Raging Graphix Gallery: Yin and Yang – Johannes Huntsman

Having opened on February 6th, I believe Yin and Yang has a further week or so to run, and recommend a visit.

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