Poetry and the art of understanding LSL

The llParticleSystem haiku, with particle creation from Catharsis, by Tyrehl Byk
The llParticleSystem haiku, with particle creation from Catharsis, by Tyrehl Byk

Ciaran Laval alerted me to a project which, having been announced on April 1st, might have been considered a joke; it seems, however, that it isn’t.

Posting over on SLU (twice, it seems),  LSL Portal editor and scripter Strife Onizuka, who is spearheading the project, describes matters thus:

Long have we struggled with how to make the documentation more accessible. One of the most common complaints is that is simply too technical and we are hearing this more often than you would believe from one of SL’s more traditional content creators: descriptive writers. So I am proud to announce that after many sleepless nights we have come up with a way to address this. As the core problem is that the documentation relies upon very specific, technical language we have come up with a way to bring more mundane verbiage into the documentation.

To achieve this end we are announcing the LSL Portal Poetry Project! The goal of the LPPP (or LP³ as I like to think of it), is to provide poetry for every LSL Event, Function and Constant. More specifically, the form of poetry we have chosen is Haiku. Screen real estate being at a premium haiku requires the minimum amount of space while packing the greatest metaphorical punch.

It appears that the essential element of the haiku – the five-seven-five syllable arrangement – is key to any submitted verse; the traditional invoking an aspect of nature or the seasons being not quite so important, as with this example for llSetTorque:

Spinning, all a blur…
Small moment of inertia.
They say torque is cheap.

There have already been a number of LSL articles which have gained their own haiku, and people from across SLU (and SL) are being invited to consider putting forward suitable pieces for those articles still lacking a verse.

While haiku is the preferred medium, other forms of poetry are not ruled out. Strike admits the limerick ran the haiku a close second for choice of verse form, and it may be that some LSL functions may be better suited to the limerick or other forms of verse. For example, lSetLinkPrimitiveParamsFast leant itself to this limerick Atasha Toshihiko:

I once had a hair full of scripts,
When I wore it, Estate Owners had fits.
The creator, at long last
Learned llSetLinkPrimParametersFast
Now I can wear hair without getting kicked!

Strife also says of the project:

Programming is a part of life. It doesn’t have a holiday. People don’t think to write songs or poems about it except in jest. We treat it as a second class citizen, something utilitarian to be used and ignored. But culture has to come from somewhere, it can’t all be about, love and dancing and taking selfies. Eventually someone has to write a song about cloth-driers and warm socks (Who doesn’t like warm socks fresh out of the dryer?) …

There is nothing about LSL that will sustain it past SL’s death, except maybe some obscure poetry. How many programming languages after all encourage their users to write poetry? It will tell future anthropologist just who we were. Not just about our preference for indentation.

So, you may not be a coder, but if you have an inner poet, and feel you’d like to help enshrine LSL in words of verse, now is your opportunity to do so!

OnLive and LL announce new pricing structure for SL Go

SL go logoImportant note: The SL Go service is to be shut down on April 30th, 2015. For more information, please read this report.

In March 2014, Linden Lab and OnLive, the games streaming service, announced the open beta of OnLive’s new SL Go service, a means by which SL users could access Second Life via tablets and mobile devices using a full viewer streamed directly to the user’s device.

At the time of the launch, I was one of a number of people who were able to provide a review of the service, having been offered access to it ahead of the launch.

One area of upset with the service which quickly became apparent was the payment plan, which was based on a pay-as-you-go approach, with an hour of use costing $3.00, three hours $8.00 and ten hours $25.00. In response to criticism of the model, OnLive sought to make it clear through various mediums – notably Designing Worlds and Drax Files Radio Hour – that the plan was only an initial step, a means to gain data and feedback, and that options such as subscription plans had not been ruled out. The service also came in for criticism that it was only available in the USA, UK and Canada.

SL Go by OnLive: streaming Second Life to your tablet - but the initial pricing model caused upset
SL Go by OnLive: streaming Second Life to your tablet – but the initial pricing model caused upset

On Thursday April 3rd, OnLive followed-up on these comments by announcing they are both introducing a revised payment plan and extending the service to more regions.  Linden Lab also followed-up with a post of their own. The OnLive announcement reads in part:

Since launching the beta of SL Go about a month ago, OnLive reports they’ve seen a very positive response to the Second Life® Viewer for Android™ that allows users to access Second Life over wifi or 4G LTE on tablets and laptops. Today, OnLive has updated the SL Go beta with new pricing:
  • Monthly unlimited-use subscription for $9.95 (USD) / £6.95 (GBP). No contract and no commitment
  • Reduced hourly rate: $1 / £0.70 per hour.
The previously available offer of a 20-minute free trial still stands.

In addition, and with the announcement, SLGo is now available in 36 countries worldwide, including Austria, Belgium, France, Greece, Iceland, Israel, Luxembourg, Scandinavia – even the Vatican City! The full list of supported countries can be found in the OnLive blog post.

SL Go on my Nexus 7 HD + keyboard
SL Go on my Nexus 7 HD + keyboard

Commenting on the move, OnLive’s Vice President of Product and Marketing, Rick Sanchez, said:

We’re grateful for the opportunity to support the Second Life community, and pleased to be working with such a passionate and creative group.  We look forward to further developing SL Go with their feedback and suggestions.

How popular this makes the service, remains to be seen. But for those on low-end computer systems who would like to have access to Second Life in all its glory, $9.95 might not be considered too much to pay per month until such time as they upgrade their systems.

Certainly, the $9.95 price-tag for the monthly is lower than the figure I had been anticipating following post-launch activities by OnLive; I’d been expecting the price to perhaps be on a par with their CloudLift service ($14.95 a month), which launched at the same time as SL Go. Similarly, dropping the pay-as-you-go rate to flat $1.00 per hour should make the occasional access via tablet or mobile device even more attractive you those who might need it. For those who are interested, and following-up from my initial review, I also have an article about running SL Go on a Nexus 2013 HD.

Lab formally announces SL Share 2 project viewer

secondlifeOn Tuesday April 1st, I previewed the new SL Share 2 project viewer, which has options to share messages and photos with your Twitter account, and upload photos to your Flickr account. The viewer also includes updated photo capabilities for Facebook sharing (as well as a new Facebook Friends tab).

On Wednesday April 2nd, the Lab officially announced the launch of the project viewer with a blog post which reads in part:

This SLShare update will allow you to share your Second Life experiences beyond Facebook. Twitter and Flickr sharing is just as quick and easy, complete with specific options relevant to each social network.

For Flickr, you will be able to name and add a description to your image. We have tagging capabilities so you can ensure other users can find the images you want to share. Maturity settings are a requirement for Flickr, so we’ve made it easy for you to set this right from the Viewer.

As noted in my preview, the viewer includes new photo processing capabilities, which the blog post describes thus:

This update will also introduce a set of post-processing filters that you can run your pictures through to create cool one-of-a-kind images! The new filters were inspired by the images posted to Flickr by Second Life Residents. With more than a million uploads, most of them enhanced by some post-processing, we thought it would be great to include this feature right in SLShare. These filters will work regardless of which social network you choose to share your Second Life pictures to.

But it doesn’t stop there. For those more technically savvy, we designed this feature to be modifiable by our users. If you’d like to create your own filters, check out the wiki page on this for more information.

The Twitter floater and preview pane, showing one of the preset photo filters applied - users can also customise the filters
The Twitter floater and preview pane, showing one of the preset photo filters applied – users can also create their own filters for inclusion in the floaters (Twitter, Facebook and Flickr)

As noted in my preview, the project viewer can be obtained from the release notes page, which includes download links to the Windows, Mac and Linux versions (as does the viewer’s entry in the Alternate Viewers wiki page). or by following the link in the Lab’s own blog post.

 

Lab issues SL Share 2 project viewer: Flickr and Twitter

Update April 3rd: As per this LL blog post, the Facebook photo upload has been re-enabled by Facebook.

Update April 2nd: The lab have now officially announced this project viewer – see my blog post here. I’ve also included the filters wiki page link below, now it is publicly accessible

On Tuesday April 1st, Linden Lab introduced the SL Share 2 project viewer, version 3.7.5.288424, which incorporates support for both Flickr and Twitter.

These options are designed to work alongside the existing SL Share to Facebook feature, and provide the means to link your SL account with your Twitter and / or Flickr accounts and then send tweets (and photos) or upload photos.

The new options have their own dedicated toolbar buttons (Flickr and Twitter) and can also be accessed through the Communicate menu.

The SL Share 2 Twitter Floater tabs
The SL Share 2 Twitter Floater tabs. note the filter drop-down list displayed in the Photo tab

The two floaters are similar, in that they include a tab for connecting to your Flickr or Twitter accounts, and a tab for uploading messages / snapshots.

The account connection options will open floaters allowing you to log-in to Flickr or Twitter and authorise the linking of your SL account to them. Once linked, the Twitter floater allows you to send Tweets either with or without snapshots attached. Both of the floaters allow you to include your current in-world location as a part of a Tweet / with a snapshot.

The Share 2 Flickr floater tabs
The Share 2 Flickr floater tabs

Insofar as snapshots are concerned, both capabilities provide the following options:

  • A refresh button
  • An image size drop-down
  • A filter options drop-down (users and developers can design their own filtering scripts if they so wish using the filter documentation in the wiki
  • A preview button for checking how shots will look prior to upload.

Additionally, the Flickr floater includes the ability to provide snaps with a title, description, and Flickr tags.

facebook-photo
The updated SL Share to Facebook floater, with the location option removed, and the filter options added

Finally, the SL Share to Facebook floater has also been updated with this viewer:

  • The photo floater includes the same filter options, etc., as the Twitter and Flickr options, although there is no longer an option to include a SLurl, as per Facebook’s requirements (see right)
  • There is a new Friends tab, which I assume lists all your Facebook friends when you SL account is linked to your Facebook account. I have no idea if any additional functionality is available in the tab, as I don’t use Facebook and so cannot check.

At the time of writing, it is unclear whether or not the Facebook photo upload block has been lifted by Facebook or not. As I reported in my week 13 SL projects updates, LL believe they have updated both the viewer and the back-end intermediate process linking to Facebook in order to comply with Facebook’s requirements. However, any official lifting of the block by Facebook as yet to be confirmed by the Lab.

Currently, the new SL Share 2 features are only available in the project viewer, and will not be available in the release viewer until they progress to a release status.

In the meantime, details on the new project viewer can be obtained from the release notes page, which includes download links to the Windows, Mac and Linux versions (as does the viewer’s entry in the Alternate Viewers wiki page).

Related links

 

 

UKanDo 3.7.4

logoI actually managed to miss this earlier in the week, but on Tuesday March 25th, UKanDo updated to version 3.7.4.27968.

This release brings UKanDo up to parity with the LL 3.7.4 code base (so HTTP et al included), and also includes a number of additions and updates. It also updates the viewer’s RLV to version 2.8.5.11.

The following is a short overview of the release.

Viewer Skin

The last version of UKanDo (3.7.2) included the option to swap between the viewer’s own skin and the original LL viewer skin. At the time, while the option added a further degree of customisation to the viewer, I was a little critical of it because of the need to download a ZIP file, shunt files around, restart the viewer etc. I also mused on whether or not UKanDo would move in the direction of other TPVs offering skinning options, and provide a less cumbersome means to select and change skins via a Preferences option.

With the 3.7.4 release, the LL skin has been included as a part of the viewer installation, eliminating the need to download it separately, and an option has been added to the viewer to switch skins without manually moving (and renaming) files. In addition, the default skin used by UKanDo has been changed, and is now the Starlight Orb Blue skin.

The new default skin is one I hadn’t used prior to taking UKanDo 3.7.4 for a spin, and it is certainly very stylised in comparison to the likes of Firestorm’s skin options and the LL viewer skin, utilising rounded or oval buttons and drop-down list items. For those who prefer the previous look, it is also included under the title Nostalgia Blue.

Unlike other v3 TPVs offering skinning options, UKanDo doesn’t provide the mean to change skins through the viewer Preferences. Instead, the option is found at the bottom of the viewer’s log-in splash screen, alongside the log-in options. Simply click on the button drop-down and select your preferred skin and restart the viewer to log-in.

UKanDo 3.7.4 allows users to set the viewer skin from the log-in splash screen
UKanDo 3.7.4 allows users to set the viewer skin from the log-in splash screen

Should you choose, once you have switched to your desired skin, the skin selection option on the log-in splash screen can be hidden via Preferences > Advanced > uncheck Show Skin Selection at Log-in.

Preferences Updates

UkanDo 3.7.4 sees further updates to the Preferences floater. The most prominent changes here lay with the removal of the UKanDo tab and its replacement by the Building tab. The latter now contains all of the options which used to reside under the Preferences > UKanDo > Building sub-tab.

The new Preferences > Building Tab in UKanDo 3.7.4
The new Preferences > Building Tab in UKanDo 3.7.4

The Avatar and Chat (- IM) sub-tabs previously found under the UKanDo tab have been relocated under the General tab, together with the Camera, Inventory and RLV sub-tabs.

Film Menu

The Starlight Film menu in UKanDo 3.7.4
The Starlight Film menu in UKanDo 3.7.4

This release of UKanDo includes the Starlight Film Menu as well.

Turned off by default, this can be toggled on / off via Preferences > Advanced > Show Film Menu.

When enabled, the menu appears at the top of the viewer, between the RLV and Help menus, providing quick access to those options which may be of assistance when involved in shooting in-world video.

Scene Refresh

UKanDo 3.7.4 includes the Refresh Scene option from Kokua, which can be found under the UKanDo menu (or use CTRL-ALT-SHIFT-R). This is primarily aimed at mitigating the missing prim issue, and when selected, carries out a number of tasks in quick succession, effectively re-rednering the in-world scene:

  • Basic Shaders are deselected, increasing the viewer’s frame rate and allowing the viewer to more quickly pull-in the basics of a scene
  • A message is sent to the viewer log, allowing the viewer to run a little longer without the shaders
  • Basic Shaders are re-enabled to complete re-dressing the scene, which should now be correctly rendered.

Along with this, the UKanDo menu also includes an option to toggle wireframe on / off (also: CTRL-SHIFT-R), also to assist with missing prim issues.

Other Items

The 4.7.4 release also includes:

  • Alt-Shift-S now toggles sit/stand
  • Removal of the multi Username login box
  • Ability to temporarily derender objects, attachments, and/or avatars until a region change or log-out
  • Addition of a “Teleport Here” option to go along with the “Sit Here” in context menus
  • New status bar widgets hidden when in Mouselook mode
  • Help->About Release notes now points to the UKanDo Release Notes URL.

For a full list of updates and changes, please refer to the viewer’s release notes.

Feedback

Another small, tidy update. The addition of the skin selection option is an improvement over the 3.7.2 release, while the Scene Refresh capability from Kokua could well be welcomed by UKanDo users.

Related Links

High Fidelity: a further $2.5 million. Now on the radar?

HF-logoThe latest Drax Files Radio Hour  drew my attention to new that Philip Rosedale’s newest venture, High Fidelity, this week gained a further round of investment capital.

The news on the move appears to have been lost amidst all of the noise coming out of Facebook’s acquisition of Oculus VR, however, VentureBeat covered the news on Wednesday March 26th.

Whether the latest round represents new investors or those already involved increasing their stake or a combination of both, remains unclear. However, the amount pushes the total level of investment into High Fidelity received close to some $5 million, including the $2.4 million obtained in April 2013 from Linden Lab, Kapor Capital, Google Ventures and True Ventures. Not bad for a company often referred to as “flying under the radar”.

Since Facebook’s move on Oculus VR, there has been a lot of speculation as to what might be next for the acquisition bag – and whether it could be Second Life. I’m not that convinced on the latter. But what about High Fidelity? In terms of Facebook, there might seem to be something of a fit – of not right now, then potentially down the road a bit.

Mark Zuckerberg, in describing his future vision for VR talks grandly in terms of “social VR” – VR which promotes “real” interaction and communications and which has real-world applications. That’s pretty much the space High Fidelity seems to be aiming at. I say appears, because High Fidelity seems to have a finger in a lot of idea pies, but most of the talk is in generalities rather than specifics when it comes to product(s).

Philip Rosedale: could his High Fidelity start-up be on Facebook's radar?
Philip Rosedale: could his High Fidelity start-up be on Facebook’s radar?

But given this commonality, and given High Fidelity is building on the kind of cool, sexy hardware – including the Rift, which apparently will work “out of the box” with whatever High Fidelity is / will be – it’s likely to have more of a bleeding-edge golly gee appeal than the decade-old, over-the-hill and decidedly unhip Second Life. Indeed, where it gets reported in the media, it already has.

Philip Rosedale is also something of a known quantity to one of the key players in FB’s acquisition of Oculus VR: Cory Ondrejka. They co-founded Second Life together and worked together as CEO and CTO until a difference on opinion separated them – and I assume that difference wasn’t enough to prevent them ever working together again. High Fidelity itself has attracted some of the key technology players from LL as well, who will also be known quantities to Ondrejka.

There’s also the matter of timescales. Facebook, as I’ve mentioned previously, seem to be jumping into the VR market-to-be for the long haul, they’re content to let Oculus VR test the waters for them in the gaming arena while looking towards more distant potential markets (and better, lighter and more ergonomic headsets that a broader cross-section of consumers will find attractive). As such, the slowly, slowly approach High Fidelity appears to be taking could synchronising rather nicely with FB’s approach.

Of course, this is all predicated on a number of things: exactly what it is that High Fidelity really has, how it fits a bigger technology picture, etc., right through to matters of equity stakes and controlling interests in the company.  However, in this latter regard, were High Fidelity to demonstrate they have something FB could leverage, it’s pretty clear that Facebook has the financial clout to make a deal worth everyone’s time.

At the very least, might be interesting to see where things go with any third round of investment into High Fidelity in the future …