I confess I don’t know if this is new, or I’m just blind and a little stupid (don’t answer that!), but my.secondlife.com has gone more Twittery, introducing a TRENDING tab.
The tab is accessed via the HOME tab on your web profile, and like Twitter, pops up anything that is proving popular among those using the Feed function – presumably based on a combination of replies & number of loves received by a message.
I freely admit this may have been around a while and I’ve simply missed it, or it was recently added and I simply missed the news. I’ve been rather absent from active engagement on Twitter lately due to work and things so could have missed the news there; and I do keep forgetting to tend to my own my.secondlife.com feed). As such, I only noticed it today, and did (rather forlornly) ask:
If it *is* new…then it’s an interesting new option that allows greater interaction between SL users (LL, why aren’t you telling us about these things?). If it’s been around a while, feel free to pat me on the head sympathetically before moving on :).
When it was first announced, the Linden Lab RFP for an Adult Gateway caused something of a stir among the Adult community. Just over a month ago, word circulated in-world that the Freedom Continent had won the bid; something that was not officially confirmed until the Adult Content User Group meeting on Monday November 6th.
Freedom Continent is a consortium of experienced Adult activity SL users and sim owners who have come together to provide a pooled resource of adult activities and who have had their sims relocated in-world to form a “mini-continent”. For the past several weeks, they’ve been at work developing the new Adult Gateway, which is located to the south of the current core of Freedom Continent sims.
In all, five sims have been allocated to that Gateway project – a central hub called Zindra Prime, surrounded on all four side by “focus” regions called North, South, West and East. Currently, three of the sims – North, Prime and South – are nearing completion, and work is underway on the remaining two. As such, I thought I’d pay the new Gateway a visit and see what was happening and what the broader plans might be.
The central Adult Gateway hub
The use of “Zindra” in the region names may seem a trifle confusing given none of them are physically connected to the Adult continent of the same name. This is because Linden Lab have decided that the name should be used exclusively with the new Gateway, rather than in reference to a specific geographic region in-world (not that the continent itself will be changing name). As such, the new Gateway represents all Adult activities in Second Life, regardless of physical location or ownership, and will provide a means of entry to those activities for anyone wishing to explore them.
Zindra Prime is intended as an arrival hub and information centre for those who are perhaps exploring Adult activities for the first time. From here, they can explore any or all of the four “compass” sims – North, South, West and East, each of which is specifically themed in terms of Adult content – the North sim, for example is for all activities related to BDSM and the south sim to Gor / medieval.
This has been a deliberate design choice, as Serjourn Daxter, one of the project’s leaders and a Freedom Continent pioneer, explained to me during my visit. “We’ve seen that ‘Adult’ is a far from homogenous term. BDSMers seem to be less than fond of Goreans and the traditional CARP/RP groups are not big fan of others – although some people play in more than one camp. So we have made four focus sims, surrounding the Adult hub.”
Adult Gateway Gor / Medieval hub
Each of the four focus sims has a unique build which reflects the environment it represents and provides a mix of areas that can be used for informational purposes or as shop fronts for Adult communities, sims and stores. Given this, I asked if the various hubs would offer classes for newcomers?
“The central hub will focus on adult in general,” Serjourn replied. “The speciality hubs will focus on their respective specialities. For example, the GOR hub will teach game meters, and the BDSM hub RLV. We will offer small shop space and adboards to let businesses present themselves.”
She continued, “The idea is really – when you come to the adult world, you need to feel welcome, learn basic skills and find your area of interest. So the idea is, you get here and you may or may not have skills. If you lack basic skills, we supply them in the main hub. We help you get to where your interest may be. If you lack, say, BDSM specific skills, your next stop may be the BDSM hub. But we don’t want to send an unskilled newcomer with a desire for sex action to a Gor sim, and certainly not without knowledge of what Gor is.”
And moving beyond the hubs, and helping people to get to where they might want to go? “We will not differentiate where a business is located,” Serjourn stated firmly, “We will gladly share traffic.”
The BDSM hub
As it is, staff – particularly non-English speakers – are being sought, and plans are to have full 24/7 cover on the sims to provide maximum support and assistance to visitors. The hubs themselves are certainly open to exploration and discovery; I spent a pleasant hour wandering between them and getting a feel for things. The builds are clean and simple, display space is plentiful, and region crossings relatively smooth.
Given the layout of the hub sims, I asked if there were plans for expansion. “We offer sim owners the opportunity to join the appropriate sector of continent, subject to the LL fee for sim moves,” Serjourn confirmed. “We have a lot of BDSM sims joining, and we are open for other sims. There are already [on-going] talks with GOR sims. We will have open areas between the sectors, so some sims will always have a water border.”
With working progressing so well, my last question to Serjourn was whether an opening date had been set for the Gateway. “Well, the target is Sunday,” she replied. “Then a week of ramp up and adjustments,” she added, then laughed, “It may be LATE on Sunday!”
There has been a lot of angst generated by the entire Adult Gateway RFP and how it has been handled over the last few months. However, what is being developed in the new Gateway sims looks to be a worthy addition to the Adult community, and will hopefully prove to be a benefit to all parties across the grid.
Update 14th November
In order to prevent confusion over the use of the name Zindra, Freedom Continent have voted to drop the name from the new Gateway. The new hub regions will now simply be called “Adult Hub”, followed by the focus name (so “Adult Hub BDSM” for example). Serjourn did hint this may well be the case during our interview, and a unanimous vote on the part of the Freedom Continent’s management group determined the name Zindra would be voluntarily dropped in order to assist in promoting unity within the Adult community.
On November 3rd, a blog post appeared from Commerce Linden, referring to a further Beta of Direct Delivery. Unlike the first Beta, this appears open to all merchants. The blog post, appearing in the Commerce section – which doesn’t appear on people’s account dashboards, states:
“To improve the quality of upcoming releases, we are launching a Beta program for the Marketplace. Starting today, Aditi will be used as the Marketplace Beta testing grid.* All merchants will be able to test new features and bug fixes at least five days before each Marketplace release. In addition to the Marketplace Beta release notesthat are produced on the wiki, updates will be posted in the “Technical Announcements” section of the Marketplace Merchant Admin to alert merchants of current beta tests.”
The post continues:
“In December, all merchants will have the opportunity to purchase and list items using Direct Delivery on Aditi. We will be allowing a limited number of merchants to Beta test Direct Delivery in production before the official launch, which will not occur until after the New Year. If you would like to learn more about Direct Delivery, please see the updated Direct Delivery FAQ.”
This last paragraph will come as a relief to many, who were fearing LL might roll-out DD ahead of the Christmas season and inadvertently create issues for merchants as a result.
Game play in SL is becoming “official” as LL slip out a new project. Called “Project LR”, it is currently in beta and available only to those of you with Premium accounts – so pooh to me where trying it is concerned!
Project LR is, to quote Rand Linden, “A fun, creative, and engaging virtual experience produced and provided by Linden Lab. Project LR takes you through basic exploration and game play, where you can earn Linden dollars by gathering gems and completing quests.”
The project apparently comprises 12 regions currently (Prokofy has one or two pictures from a visit) in operation, with a further 24 apparently waiting in the wings.
Project LR: 12 sims right now
Project LR is a game that appears to have grown out of a demonstration given at SLCC-2011 by Durian, Esbee, and Gez Linden. That demonstration introduced the use of basic gaming mechanics into the SL environment and encompassed a few interesting features. While that demonstration was not intended to be seen on the Main grid, it was fairly evident from comments given that the ideas being developed within it would eventually find their way into SL.
An element of the game demonstrated at SLCC-2011
The Project LR game appears to be quest-based, and provides the opportunity to collect gems that can be exchanged for Linden Dollars. Elements of the game require you seek-out certain things, while other can lead you into a lot of trouble – and “death”. Interestingly, the game utilises something that may be new to some in SL, but which is quite familiar to those who use the Restrained Love API: forced teleports. Get “killed” in the game by one of a variety of means, and you are force-teleported to a “resurrection circle”, where you can resume your quest.
One of the items to find in your quest
It’s also interesting to note that, when demonstrating their initial game at SLCC 2011, Gez and Esbee pointed out they were trying to achieve results without the complication of HUDs, etc. – but Project LR does in fact utilise a HUD. I can’t help wonder if this is to perhaps help ease fears some might have about the entire idea of enforced teleports by providing the security that it can only happen when in the LR sims and wearing the game HUD. Or the HUDS could, of course be down to the fact that hey couldn’t simply work the game any other way :).
The HUDs also include other functionality, and are auto-attached to you when you arrive on the game regions. This is to avoid the need to access your inventory, etc., and get you straight into the game itself. The auto-attach is labelled as non-standard SL behaviour, but one cannot help but feel it may have its origins in RLV, with a bit of tweaking from LL. A further tweak is that the HUD actually vanishes when you log-out of SL, to avoid compromising people’s inventory.
Game HUD
To access the game, and possibly to facilitate the auto-attachment of the HUD, people cannot simply teleport to the game regions. They must instead go via one of a number of in-world portals. These are currently located (I’m informed) near the Premium account gift kiosks – whether this remains the case, or more appear elsewhere when the Project is open to all remains to be seen. Access to the regions is also limited – if the limit has been reached, the portals will reject attempts to use them. I assume this is to keep on-sim numbers to a manageable number without overly impacting performance (and is probably why another two islands of 12 sims apiece appear to be waiting in the wings for development).
Those that have been fortunate enough to try-out the game have given feedback that ranges from “Nintendo-esque” through to reports that while they went for a quick try, they ended up staying for over two hours and got thoroughly immersed in things.
Without having seen it for myself, I can’t really comment on the game per se, but it is clear a lot of thought has gone into it, and it potentially serves a useful end as well as being a lot of fun for those that try it. It will be interesting to see if any of the capabilities used within it do find their way into more widespread use – one can immediately see that a “guidebook” HUD that can be attached when arriving on a sim and poofs itself on departure and which, between times, provides a ready means of teleporting around locations of interest, and provides links to supporting web pages or whatever, could be something sim owners would end up drooling over (to name but one possible application outside of all the gaming opportunities).
In fact, while writing this piece, I see Rodvik himself has commented on that aspect of what’s coming, as well as the game itself:
“Yes glad you are enjoying it. As I mentioned back in SLCC we wanted to go through all the pain of reducing friction to make more interactive experiences ourselves and then pass on those tools to our content creators [my emphasis]. It will be on Premium for beta test for a while then we will roll it out to scale later. After we get it working at scale we will roll out the tools and our creators can make some great stuff.”
What else may emerge from this in terms of Viewer UI enhancements, improved camera controls, or whatever, will also be interesting to see – if indeed, any part of this does have impact on the emerging new Viewer 3.2 UI.
One thing is clear – there are some interesting and potentially useful / exciting new wrinkles entering the world of Second Life. I envy those who will get to blog about it ahead of me!
Project LR is currently in Premium Beta – accessible only to those with Premium accounts. Read more in the FAQ. A portal to the game can be found at Nysray.
As currently implemented, mesh presents a number of problems for those wishing to design or wear mesh clothing. As anyone who has designed or purchased mesh clothing is aware, getting it to fit our avatar shapes in all their rich variety is no easy task. Purchasers can only modify the clothing to a limited extent before they may have to start modifying their shape to fit the clothes, while clothing designers are faced with no alternative but to provide outfits in a range of sizes and / or with various alpha layers to hide body part that might otherwise show through the mesh clothes and ruin their appearance. Hardly ideal situations.
Because of these issues, Maxwell Graf presented a means by which mesh clothing could be made to fit any avatar shape through the development of a Viewer-side parametric deformer. He even opened a JIRA on the idea which gained a lot of support from designers and consumers alike. Sadly, after showing a considerable amount of interest in the idea themselves, Linden Lab downgraded the JIRA to a status “Someday / Maybe”.
While not actually killing-off the idea, the downgrading did mean that any potential solution defined by the Lab would not be forthcoming while they dealt with other, more pressing issues – and even then, they might not commit resources to development of a solution at all. When the downgrading occurred, it was widely reported – but there the matter might have rested were it not been for a comment made by one Karl Stiefvater, better known to many at one time as Qarl Linden.
“Anyone wanna fund an ex-linden to do it?”
Qarl made this apparently throw-away comment on the NWN blog. Cutting a long story short, the comment caught Maxwell’s attention and started a series of wheels turning. As a result, the Mesh Parametric Deformer Project was born, wherein if $5400 could be raised, Qarl would produce code to a given requirement that would provide a compromise solution to the clothing issue, and this code would be made available for adoption into SL Viewers. The project was set-up with the aim of raising the funding in 60 days, or of rolling forward until such time as this target was reached.
As it turned out, the project didn’t require even the initial 60 days; the target figure was achieved on the 24th October, just 20 days after the project was first announced.
However you look at it, this is an impressive achievement – and one which may have far wider implications for code and Viewer development in the future. So – whither next for the project?
Before answering that question, let’s deal with the issue of precisely what a parametric deformer is. Speaking recently on Designing Worlds, Maxwell Graf described it thus:
“[It’s] an invisible ‘cage’ that hovers slightly above all of the different points of your body in Second Life. What would happen is, when you put on an item of clothing that is made up of mesh polygons, it would slightly shrink-wrap to fit that cage, and the cage in turn would keep it a specific slight distance away from your body at all times, no matter where your body happens to move. The end effect of this would be that it would appear that whatever clothing you put on would shrink to fit your shape, no matter what that shape happened to be.”
This, he goes on to explain, solves a number of problems for both the user and the creator, “Primarily, the cage deformer, in a single layer, will make your clothing fit from a user standpoint, hopefully without an alpha map.
“From a creator standpoint, it will eliminate the need to do multiple sizes. It will [also] give you the option of rigging and adjusting the weights on your clothing or not – because this feature will be able to be turned on and off. So, if you still want to rig items you can, but if you don’t want to learn how to do that, and it’s extremely difficult to sort through all that, then you don’t have to.”
Maxwell Graf, speaking recently on Designing Worlds
Of Code and Viewers
The code itself applies to the Viewer – there is no additional code required at the server end of things. As such, the completed code will be available to any Viewer that wishes to include it.
However, this project should not be seen as a group of users getting fed-up with Linden Lab and marching off to “do their own thing”; nor should it been seen as some kind of “rival” to any potential Linden Lab may consider either now or in the future. Quite the opposite, in fact, as Max explained. “This isn’t something we wanted to make [into] some kind of statement like, ‘Oh, well if you won’t do it, we’ll do it without you!’ or anything like that.
“This was more a case that we understand that [LL’s] resources are limited, and quite honestly that stability is an issue with the [official ] client … But it’s also important that if the possibility existed to do this project and to move forward with it, then it could benefit everybody, and that was really the goal here.”
Mesh: can be messy
In other words, the project is being undertaken with the full knowledge of Linden Lab. Indeed, such is the openness surrounding it that the Lab have stated that, in lieu of them being able to identify an alternative solution they would wish to pursue, and providing the code Qarl develops does precisely what it is intended to do and he’s prepared to sign a Code Contribution Agreement (something Qarl has stated he would be OK with), they would be willing to consider adopting the completed code into the official Viewer.
That’s quite a positive piece of feedback. Of course, it doesn’t in any way guarantee LL will adopt the code, but the offer is certainly better than a flat-out refusal to have anything to do with it.
In fact, looked at objectively, the project is actually a win / win situation for the user community and the Lab. The user community stands to get something that is viewed as a major barrier to the more widespread adoption of mesh. LL stand to get the solution for, potentially, a fraction of the cost it might have otherwise cost them to develop internally.
As such, Qarl is the ideal candidate for the work. for a start, he is a known quantity within Linden Lab, having worked for them. He is also respected with the user community as a whole, and is known for bringing us the sculpty. Perhaps most importantly, he was the man who worked on the initial development of mesh rendering capability within the platform. He therefore brings a lot to the table in terms of his knowledge and abilities.
Not Just Second Life
But it is not just Second Life that will benefit from the development of a parametric deformer – and we mustn’t lose sight of this fact.
OpenSim has an SL-compatible implementation of mesh that was recently released in version 0.7.2. Like Second Life, this implementation suffers from the same issues around the creation and use of mesh clothing.
Given this, it is obvious that having a deformer available within the Viewer has enormous relevance to the OpenSim community, something that has been recognised by SL and OpenSim developer Judsen Jonstone, who has been working with Max and Qarl to engage the OpenSim community in the project. These efforts have resulted in a number of contributions for the project coming from the OpenSim community.
So the Money is In; Where Next?
Now the money has been raised, the way is clear for the work to commence. I asked Max when this was likely to be, if it hasn’t already happened, and whether he and Qarl had discussed a schedule. “I think he will start immediately if he hasn’t already,” he replied, “He seemed pretty familiar with this type of feature, and that will make things easier.”
If all goes according to plan, the code itself will be written and available in four or so weeks. What happens after that is pretty much down to those Viewer developers that decide to adopt the code. This means that while it is hoped the code will start to appear in Viewers sooner rather than later, it’s not going to suddenly materialise overnight.
However, TPV support is as critical for the project as getting the code written, as they are more likely to be in a position to immediately adopt the code once it is available. With this in mind, I asked Max if there has been any feedback from TPV developers about the work. “Some of them are chomping at the bit for this just like I am!” he replied, “I know Phoenix, Exodus and Singularity developers have [all] expressed interest in it, and there’s the OS Grid as well.”
It Doesn’t End There
But it doesn’t just end with the adoption of this particular iteration of the code by the Viewer community. What is being delivered will allow you to wear a single layer of mesh clothing that will “shrink-to-fit”.
But what if it were possible to have a multi-layer deformer that allowed multiple items of mesh clothing to be worn, with each successive layer conforming not only to your shape – but also to the mesh clothing beneath it?
This would allow you to wear mesh pants, tops jackets, all of which would shrink to fit your shape and one another without any bits of clothing or your body “poking through” the layer(s) covering them. Indeed, with such a multi-layer approach, You could even wear a new mesh avatar – robot, gorilla, whatever is out there – and the mesh clothes you wear with your “normal” shape would instantly “fit” over the avatar shape when worn with it. Each layer would instantly and properly conform to whatever lay beneath it.
Exciting idea, isn’t it?
Well, this could well be the next step for the deformer. Whether it in fact happens depends upon how well-received the initial single-layer solution is received. “The layered/hierarchy system is something that would definitely be a second stage for this, though how readily that will be done depends on how this first one goes,” Max said in confirmation of this. “I do know it will be easier once the first system is in place, but not sure if its something that can just be easily dropped into place or what that will require.”
Should the decision be taken to go ahead and enhance the deformer in this way at a later date, then a new project will be established. However, until that decision is taken, Max requests that people stop making contributions to the current project because the goal has been reached.
When considering the future, it’s impossible not to speculate – as some already have – as to whether this might mark the start of a new approach to developing specific features for the Viewer environment, with other attempting the funded route.However, Max is clear that he hopes this isn’t the case. “I don’t think that this should set a new precedent or become the accepted standard for feature development;” he informed me, “We shouldnt have to pay for features like this as a rule. In this instance, however, I think it was a viable solution.”
Positive Reflection
Whatever the future – both in terms of what happens with regards to enhancing the parametric deformer once delivered, or on the subject of the funding of specific Viewer enhancement projects – one thing remains undeniably clear. Raising $5400 in just 20 days is remarkable; something Max himself is keen to acknowledge as we wrap our conversation. “I think this is a great statement by the community that we want to see SL continue to evolve into something more usable, and we want to help push mesh to be what it can be,” he said. “This is a positive reflection on how much we as a community really want to see mesh become more accepted here.”
For my part, I can only agree, add my congratulations all who have contributed to the project. Every who has should feel justifiably proud of their involvement. Kudos to all, and I look forward to reporting on he the work progresses in the coming weeks. I’d also like, in closing, to thank Maxwell Graf for his time and input in making this article possible, and also thank Saffia Widdershins and Elrik Merlin for contributions to this article for their permission to use material first broadcast in Designing Worlds.
This weekend, Linden Lab are running a Land sale for both full and Homestead regions.
Case submissions received between 12:01 SLT today, Friday 21st October 2011 and 23:59 SLT on Sunday, 23rd October, and which are approved will have their associated set-up fees waived.
This means someone wishing to have a full private region will gain a saving of $705 (+VAT in Europe) and someone wanting to have a Homestead region (subject to them already owning a full region) will save $280 (+VAT in Europe).
But how attractive is the offer likely to be?
The full details of the promotion are available on the offer announcement page and on the promotional wiki page. This latter page also includes instructions on how to apply for a region as well.
Key points in the offer are:
To be eligible for the promotion, applicants must:
Have a valid method of payment on file when placing an order
Place their orders between 12:01 SLT on Friday 21st October 2011 and 23:59 on Sunday 23rd October 2011; orders received outside of these times will not be processed
Pay all associated tier as part of the monthly billing cycle, together with any VAT required, with the first payment due on taking delivery of the sim (normally combined with the set-up fee)
Developed (themed) islands are not part of the promotional offer
In the case of Homestead order, you must own at least one full private island sim
The offer cannot be combined with any other LL promotional offer.
All common starting terrains are available as part of the offer. Regions should be delivered within 24 hours of order acceptance.
It’s going to be interesting to see the response to the offer – if only for bloggers elsewhere. Much ado has been made about SL’s impending demise as a result of a declining private region count on several fronts, so doubtless there will be some out there who will paint this as a move to try to reverse the slide (something I don’t actually agree with – were it so, one would think the offer would be extended over a slightly longer period).
It’ll also be interesting to see, overall, how much impact this offer has for those who already have significant sim holdings in SL, and to whom this offer is likely to have something of a greater appeal – especially where Homesteads are concerned. How much appeal it has to the private individual within SL, however, is still questionable. The problem with land “ownership” in SL isn’t so much the set-up fee (although that obviously hurts), it’s the tremendously high tier fees.
However, whether Linden Lab release figures related to this offer is questionable; it’s likely the answer will only come in time via Tyche Shepherd’s monthly Grid Survey.
For more information on land ownership in general see the following LL knowledge base articles: