Firestorm Q and A January 11th: next release, fitted mesh and more

firestorm-logoOn Saturday January 11th, the Firestorm team hosted the first of their informal question-and-answer sessions for 2014. The meeting was called at short notice, and I was unable to attend. Due to other pressures and work, I’m not in a position to provide a full transcript of the meeting. Instead the following is offered as a summary of the key discussion points raised in the meeting (with timestamps so that the relevant parts of the recording can be listened to), and a summary of the main questions asked during the Q&A session.

As always, please note:

  • Questions /comments were made in chat while speakers were talking. This inevitably meant that replies to questions would lag well behind when they were originally asked. To provide context between questions and answers, questions in the transcript are given (in italics) at the point at which each is addressed by a member of the Firestorm team, either in voice or via chat
  • There was some general discussion to topics such as lag and clearing cache which took place during the “Q&A”, notes on these have been included in the General discussion section below, rather than in the Q&A section
  • This report  is provided for informational purposes only. As such, questions on technical issues relating to Firestorm and  / or project-specific questions cannot be answered here unless one of the Firestorm team drops by.

There was a lot of back and forth and sundry chat during the meeting on a range of topics which is not reported upon here.

As ever, my thanks to North for recording and supplying the video of the meeting.

General Discussion

0:00:01- 0:03:09 Firestorm Support: One-on-one Help

The Firestorm support volunteers will be commencing one-on-one help for users who feel they need it. The support will be offered as and when volunteers are available, and will take place in the ground-level central area of the Phoenix Firestorm Support Island. Sessions will likely be held on a drop-in basis: if you have a particular issue with which you need help, drop by and if there are volunteers available, they’ll do their best to help you, both in voice and / or in text.

The Phoenix Firestorm Support region: one-on-one assistance
The Phoenix Firestorm Support region: one-on-one assistance

Do keep in mind that the support team are all volunteers, and as such, they have individual approaches to providing assistance (some will not provide support in IM, for example). Also, as volunteers, it is possible that there may be times when the drop-in area is not staffed; if this is the case, people can either seek assistance through the Firestorm support groups or try the drop-in area another time.

0:03:15-0:10:00 Official Firestorm Support

There have been issues of users presenting themselves as “Firestorm advisors” and IMing people in the support group chat, etc. If anyone using Firestorm is unsure as to whether someone talking to them in support chat (or IM), they can verify the person’s status in a number of ways:

  • If the conversation is taking place as a result of contact via the Firestorm support group chat (either in chat or initiated from their and taken to IM) – check to see if the person’s group chat is in bold – if it is, this indicates they have moderator status, and are a member of the Firestorm Support team
  • If you use Firestorm legacy profiles, open the profile of the individual concerned and check the Account section  – if they are a member of the Firestorm support team, it will be listed (If you’re using web profiles by default, go to Preferences > General and uncheck Use Web Profiles by Default, top right – a viewer restart is not required.)
  • Check the Support page on the Firestorm web site. This lists the support volunteers – but do check the last updated timestamp at the bottom of the page, as it may not have been updated recently (although the team do maintain it).
How to identify if someone is a member of the Firestorm support team (top) and how to see the Firestorm legacy profiles (bottom)
How to identify if someone is a member of the Firestorm support team (top) and how to see the Firestorm legacy profiles (bottom)

This is a something of a sensitive issue, as the support chat is a community service, and as such the support team members appreciate other Firestorm users providing help to one another if official support team members are unavailable or already busy. As such, they do not wish to discourage users from providing such help to one another. However, what is (understandably) not appreciated is people presenting themselves as “official” Firestorm reps when they are not, and who consequently may not be in a position to access all information relating to a support issue or provide accurate information on the viewer’s future.

Continue reading “Firestorm Q and A January 11th: next release, fitted mesh and more”

The Drax Files Radio Hour launches!

radio-hourWith a familiar welcome from Torley Linden, the first segment of the eagerly awaited The Drax Files Radio Hour is now available for all to “tune-in” to.

The inaugural “broadcast”, transmitted from “an attic deep within the Berlin 1920s project”, covers a lot of ground: the ToS debate, an Oculus Rift update, Lily Allen’s confusion over L$ and Bitcoins and her regret at not having undertaken a gig in SL, the NSA and virtual worlds / games, fitted mesh  – and more.

Hosted by Draxtor Despres and Jo Yardley. The Drax Files is aimed at being a community show, driven by the community, for the community while looking at virtual environments from all sides, and input from SL users has been encouraged right from the start.

Oculus Rift

Given Jo’s enthusiasm for the Rift, it comes as no surprise that it features large in the broadcast – coupled with the news that the Oculus Team have been working on a new variant with head tracking capabilities and a low latency screen and which was unveiled at the Consumer Electronics Show in Las Vegas.

The Oculus Rift Crystal Cover prototype
The new Oculus Rift Crystal Cove prototype

I’ve followed the Rift development for SL from a distance, both through what has been revealed by the Lab concerning their work at integrating it, and via Dave Rowe (Strachan Ofarrel in SL), who has been developing a version of his CtrlAltStudio viewer for use with the Rift quite independently of the Lab (Dave will also be a guest on an upcoming segment of TDFRH).

If I’m honest, I’m not altogether convinced that the Rift will be quite the “game changer” within Second Life some have been predicting – which is not to say I don’t think there will be applications in-world where the Rift will be put to very exceptional use. I just don’t quite see Rift-driven experiences becoming “the norm” in terms of how people engage with Second Life on a daily basis. What comes after the Rift, however (and indeed, Second life), may well be an entirely different story.

In this, I also tend to agree with ex Battery Street staffer Babbage Linden, as expressed by Drax during the show: I’m somewhat dubious about the Rift achieving the levels of “everyday” mainstream use some picture for it. This doesn’t – just to be clear – mean I think people won’t find uses for it outside of games and the like; rather, it’s that I think the uses that are found for the Rift will themselves be somewhat niche and not as all-encompassing as is being imagined in some quarters. That said, I’m looking forward to hearing Dave talk some more about his work with the headset, and seeing what does emerge from the Lab even if I don’t have an Oculus Rift myself.

ToS Changes

Having been entirely missed by all of us (myself included) when first released in August 2013, the last set of changes to the Lab’s Terms of Service have gone on to cause a considerable amount of upset and controversy – some of which was not helped by people getting hold of the wrong end of the stick.

The Linden Lab Terms of Service: changes problematic, but also not necessarily clearly understood
The Linden Lab Terms of Service: changes problematic, but also not necessarily clearly understood

This latter point perhaps most clearly demonstrated by Jo’s reference in the podcast to her situation with using third-party textures, and her conviction that it is down to the Lab to convince those third-party texture providers that they should allow their textures to be uploaded to SL once more. However, as attorney Agenda Faromet has commented, there is nothing changed in the updated ToS which drastically affects the texture suppliers concerned, or which should have caused them to react as they did – and so that actually isn’t, in fairness, the Lab’s problem to “fix”.

Continue reading “The Drax Files Radio Hour launches!”

Profile feeds direct messaging: Lab confirms “turned off”

On Christmas Day I picked-up on comments that the direct messaging capabilities of the profile feeds had apparently been disabled. I heard things by way of Ciaran Laval, who pointed me towards a thread on the forums.

While one poster – Bondboy Dagger – commented on the thread that LL’s support had indicated  the capability had been discontinued, I was a little cautious in stating this to be the case because my.secondlife.com has been subject to more than a few problems of late – as many of us who still are unable to post snapshots to our feeds can testify.

As news spread, so did the speculation that it may be down to scammers abusing the system with offers of cheap rates for buying L$.

In my original article, I promised to drop Pete Linden, the Lab’s Director of Global Communications a line and ask him for an official comment – although as I explained at the time, it would be unlikely that any answer would be forthcoming until the new year as Pete was out-of-the-office enjoying a well-earned break (and I actually forgot to send the mail at the time – it was left stranded in my DRAFTS folder *cough*).

Anyway, Pete is back in the office today, and did drop me a short reply to my question about the service being discontinued on account of misuse, which reads in full:

Hi Inara,

On this inquiry, I can confirm that yes, as a result of a rise in abuse of the system, we have turned off the direct message function on My.SecondLife.com profiles.

Best,
Peter

So there you have it. The capability has indeed been disabled. Whether it might be re-enabled in the future remains to be seen.

My thanks again to Pete for his reply.

Got Gmail? Seems like you’re missing off-line IMs (and more)? Read on …

googleSaffia Widdershins has blogged over at Prim Perfect about a somewhat annoying situation that has arisen for Second Life users who have Gmail as their e-mail provider. I’ll let Saffia explain:

It seems that a few weeks ago, Linden Labs was put on the SPAM list for gmail. Because of this, many of your offlines from Second Life may have been going to your spam folder (a peek into the dark recesses of your spam folder will confirm this.

She goes on to provide a set of instructions for those so afflicted on how to set a filter to overcome the problem.

Setting filters is good advice for any e-mail service, Gmail or otherwise. I actually switched away from Gmail a few years ago and now use GMX.com.  By default, I use a filter to direct offlines to a given folder  in order to keep them separate from other e-mails flowing into my inbox (or, indeed, ending-up in my junk mail folder). Helps keep things tidy 🙂 .

Related Links

my.secondlife.com direct messaging discontinued?

Update, January 2nd: As promised, I contacted Peter Gray (Pete Linden) at the Lab, and he confirmed profile feed direct messaging has been turned off.

Ciaran Laval brought this to my attention: it appears that direct messaging (DM) on my.secondlife.com may have been discontinued.

The capability was slipped out by the Lab back in October 2011. Like many things about the profile feeds (and elsewhere in Second Life) there was no announcement about its introduction, and people were left to trip over it for themselves. At the time I noticed it, I offered a short tutorial on using it. The removal of the feature – if that is indeed what has happened – has similarly occurred sans any announcement.

I’m using caution here, as things on the profile feeds have been a little higgledy-piggledy* of late, what with snapshot uploads having been badly broken for many for the past week or more (and still broken for some – I confess, I’ve not tried in the last few days). Therefore, the capability might have been suspended due to problems with the hamsters servers.

However, a comment on a forum thread started on the matter would appear to suggest the option has indeed been removed. Responding to the question “…No more private messages?“, Bondboy Dagger states:

I too noticed this feature being gone. I created a ticket to inquire and have been told this feature has been discontinued. :smileysad:

Certainly, the options to send private messages have now gone. There is no longer a New Message button in the Messages tab of the Inbox, and the option to privately message a friend by clicking the message button on their profile feed has also gone – the only option left is to IM them via the viewer (i.e. in-world).

The New Message button has gone from the Messages tab in profile feeds
Now you see me (top), now you don’t (bottom) the vanishing New Message button for profile feed direct messages

Similarly, sending a message in an existing DM conversation no longer works. While the text input box is still there, together with the Send button, and while you can still enter a message, clicking on the Send button does nothing; your text remains displayed in the test input box.

You can still enter text in an existing private message exchange - but it won't be sent
You can still enter text in an existing private message exchange – but it won’t be sent

I’ve dropped a line to Pete Linden to enquire on the matter – but it is Christmas Eve (actually very early Christmas morning where I am!), and I know Pete is out of the office until January 2nd – so please don’t hold your breath over the holidays waiting to find out!

If the option has been removed, it’s liable to meet with mixed reactions. Many have probably never used it, even if they use the feeds, or may have used it occasionally. On the other hand, those of us who have used it, have found it to be extremely useful. For my part, I can say it has been of major assistance in communicating rapid-fire messages as a part of various collaborative projects. Obviously, whether it will be replaced by something else (assuming it has gone the way of the Dodo), is also up in the air at this point.

More news if / when I hear anything back in the New Year!

*for an explanation of “higgledy-piggledy, a technical term, please refer to the bottom of this page (in the hope it raises a smile or two)

The Lab looks back at 2013

secondlifeLinden Lab has issued a blog post looking back over the course of the last 12 months, noting what have been, in their eyes, the high points of the year.

It’s an understandably upbeat piece – and there is nothing wrong with it being so. It’s possible that some will see it as a reason for more grumbles and complaints about X, Y and Z. Certainly, I’ll be offering my own look back over the year as seen through the pages of this blog in due course, and not all of it may be as positive as the Lab’s post. But all things considered, this has been a reasonable year for the platform, particularly on the technical level, as the post points out, referencing as it does Project Sunshine (Server-side Appearance), Project Interesting (the interest list updates, the last of which will be making their presence felt in viewers in 2014), materials processing and CHUI.

There’s good reason to point to these items, and several which pass unmentioned, such as the Lab finally deciding to get behind a methodology by which mesh garments can be made to fit, and the ongoing work to overhaul the Lab’s network communications protocols, as taken together they all demonstrate that the Lab still has the interest Second Life in order to try to substantially improve it and to address users’ needs.

And while the decision over which approach to take in order to get mesh garments to fit may not be pleasing to everyone, at least we now know that we are going to see mesh garments fit our assorted shapes, and it’s not going to be too much longer before it is available to everyone. We can even take some comfort in the fact that while it may not be the easiest to work with from the creation standpoint, it can be used (and indeed, is being used), and it is likely to stand the test of time in terms of maintainability.

The Lab’s introduction to Project Sunshine from earlier in 2013

Server-side Appearance (SSA) in particular was deployed as it should have been: without being tied to specific time frames or “to be done by” dates, while fully involving the TPV community in order to make sure that everything was not only on course, but to also help ensure the Lab didn’t miss any glaring holes or make any damaging omissions. Yes, there were issues and upsets along the way – the loss of the “z-offset” height adjustment capability, the introduction of the less-than-ideal “hover” option to replace it. But on the whole SSA was perhaps one of the smoothest deployments of a substantial change to the platform rolled-out in the history of Second Life. Not only that, but it appears to have helped forge new levels of co-operation between the Lab and TPVs.

This year, thanks to SL’s tenth anniversary, also saw the platform regain some attention from the media – and while some of it was the same old, same old, it’s fair to say a good part of it was fresh and positive.

Of course, there are the things which are left unsaid: Marketplace sales may well have been good, but the Marketplace itself still remains a sore point for many merchants – as does the long-term silence of the Commerce Team when it comes to outward, ongoing communications. In fact, communications from the Lab have remained at rock-bottom throughout most of the year. Had there not been a raft of projects going on under the “Shining Project” banner, one wonders how much actual communication would have taken place between Lab and users outside of the in-world user groups. We also have the unfortunate situation with the Terms of Service still to be sorted through; while some things like the changes to how third-party L$ exchanges can operate could have perhaps been better handled than they were at the time – but that again brings us back to the most awkward of “c” words, and I’ve banged on about that enough in the past.


Facebook may not by everyone’s cup of tea (it’s certainly not mine), but that’s no reason to get upset over the SLShare capability introduced this year and which provides the Facebook users among us with the means to share their SL experiences with friends and family if they wish

Tier hasn’t been quite the cause célèbre it has been in the last couple of years, but it has still been a worry for many, despite the fact that there really isn’t a lot the Lab can do about it without potentially hurting themselves more in the process. something which is probably unlikely to change any time soon. It’s also something I’ll likely have more to say about myself in the near future, if only to update (and complete) my post on the subject from the start of the year, which I never quite got around to finishing with its “second half” despite periodically working on it.

But even with these not-so-upbeat aspects of the the year, we’re all still here; or the majority of us are, and many of those who have departed have not necessarily done so out of annoyance or anger with the Lab, but simply because times change, interests wax and wane and life inevitably rolls on.

All this is not to dismiss the issues which have occurred during the year; 2013 hasn’t all been a bed of roses. But then again, name a year in the public history of the platform that has. However, this year has been positive in that it has seen the Lab put good, solid effort into making Second Life more robust, and more predictable than perhaps it has been in a good while, and added some decent nips and tucks to capabilities across the board. Hopefully, in 2014, we’ll see the same approach taken towards unravelling the thorny issue of ensuring more of those coming into Second Life “stick” (to use Rod Humble’s expression) long enough to become fully engaged with the platform, its user base and its economy.

After all, contrary to the opinion held in some quarters, it’s not just (or even necessarily) the cost of land that’s the key to SL’s sustained growth – it’s the numbers of people using it. But that’s a blog post for another day.