Rodvik shares – and so do I

So here we are in October, and we have the news that the simulator software is undergoing some kind of “critical software upgrade” that is affecting all channels and could see a higher than usual number of restarts over the course of the next week. At least updates on this are being pushed out via Twitter and the Grid Status pages (rather than it being one or the other in a lot of instances of late).

As I’ve been away for the last few days sunning myself and enjoying Swiss hospitality, I’ve no idea as to whether LL have finally recommenced in-world announcements where they know that restarts, etc., are going to impact object rezzing, transactions and so on. If they haven’t, it’s really about time they did.

LL CEO Rod Humble

We also have Rodvik sharing a post as a follow-on from comments relating to the platform made earlier this year, and which is intended to “Update you on each area and share with you our plans for the remainder of the year”.

Certainly, there were some tidbits – but I couldn’t help reading some elements of the post with a sense of disappointment at what was left unsaid.

Let’s take the items Rodvik discusses in order:

Viewer Usability

The two modes (Basic and Advanced) to be merged “soon” allowing changes made to the Basic mode to be integrated into the Advanced mode. Precise details are scant, but Rodvik specifically mentions avatar and camera movement. Ergo, expect to see the Basic mode “click to move” and perhaps the “goto” movement options appearing in the Advanced mode.

One would hope, as well, that the HOW TO button finds its way into the Advanced mode – and has potentially been extended to cover other important functionality, a point I’ve touched on in the past.

How To: cue-card style help in Basic mode: soon to be seen in advanced? One hopes so

At SLCC 2011, Rodvik indicated that the Sidebar’s days were numbered – and it would probably be a better than even guess that this is what he is referring to when he states, “After these modes are merged and deployed, you can expect us to release an improved UI into the Viewer”. I’ve little doubt the improved UI will see other nips and tucks made – but  anyone interpreting this as meaning the V2.x/3.x UI is “going away” or going to receive anything approaching a major revamp … is most likely going to be disappointed.

Mesh

This was the real eye-opener statement in the most negative sense. “Thankfully this massive feature got deployed on time”. Hardly the best opening line to describe what is supposedly one of the biggest changes to SL’s capabilities. Rather than championing a new and exciting medium, this reads almost as if Rodvik is saying, “Thank God that’s over!”

It is certainly an odd statement to make given LL went to some lengths to avoid being tied-down to any precise dates. Even the May “mesh roadmap” was so full of caveats and warnings one fully expected mesh to slip beyond the broad deadline of “the end of August” for full deployment.

Yet now it would appear that – as I’ve commented upon in the past where LL is concerned – dates were the driving factor in the deployment, not matters of usability. How else can one explain deploying a mesh upload dialogue which was, by LL’s ownadmission at the time, as much a cause for confusion as anything else when it comes to trying to optimise mesh for SL use?

Beyond this, there is the fact that we know from Charlar that mesh in SL is due at least one more “non trivial” update – possibly before the end of the year. Whither then, is the pointer towards this in Rodvik’s comments?

True, in the context of this post, he’s not directly talked about the future of mesh in the past, but that doesn’t mean he cannot give at least a hint that LL are striving to overcome shortfalls and issues. Even something like, “We are working on a series of updates to improve how mesh objects are uploaded to SL, and how you can better understand their resource impact, and we’ll be blogging about that soon,” would be better received than what amounts to something of a brush-off – especially for those suffering under LL’s refusal to respond to the likes of JIRA SH-2374.

Improved Service

This was more honest: improvements have been made, but more investment is needed and will be given. This is good news all around. Of greatest interest to me was the comment relating to revised policies. At SLCC 2011, Rodvik hinted that things could soon get particularly unpleasant for griefers in-world. At the time, I got the impression he wasn’t just talking about deploying tools estate owners could use to handle griefers directly. Are we about to see a revised ToS that also makes the consequences of anti-social behaviour in-world a lot clearer to all?

Better Customer Value

This came across as a very self-congratulatory pat on the back. Frankly, I’m not sure it is due. It is good to see LL moving to make Premium accounts more relevant and attractive – but much more needs to be done in this area before LL can really start to feel good about things. This is particularly true with regards to re-engaging with people like myself; those who were Premium members but who “downgraded” to free accounts.

Rodvik, stipends here don’t cut it – I don’t particularly care if I get “most” of my subscription back in stipends (assuming I pay annually, that is) – I’d still be spending $24 (incl VAT, thank you) a year to enjoy what I already have. Nor does anything else currently on offer present anything approaching a “must have” factor for me – and I’m not alone in this. You need to give more thought to making Premium attractive to your established user base.

Shiny New Things

This section offered perhaps the most interest. At SLCC 2011 (again), Rodvik made mention of the introduction of NPCs – Non-player characters with whom it would be possible to interact with to a degree, and which can be set to perform specific tasks.

While bots, etc., have been possible within SL, they’ve tended to rely on a mis-match of enabling technologies: external data servers in some cases, or heavy reliance on server-side scripting resources (such as with many breedables) that draw down the anger of those impacted by such entities.

NPCs: New opportunities

Second Life itself actually had the capabilities to manage artificial life at one time – specifically plants and animals. Whether or not this capability is being revamped and re-introduced into the platform or not is really beside the point (although if it is there and is robust enough, making use of it would seem to make sense).

What is important is the fact that a massive capability is going to be added to the platform that could have a huge range of potential applications in-world. NPCs alone – human, alien, animal – have a wide range of applications in the likes of role-play and so on. As Rodvik states in his post: imagine a town filled with NPCs going about their “business”, allowing for a certain degree of interaction and so on, generating enormous depth to any gameplay or role-play environment.

Nor does it end there – assuming it can be done robustly and intelligently – the opportunities for using such “artificial life” capabilities has implications well beyond those of gameplay, many of which fall into the realms of education and practical research. Self-navigating agents? The avenues for schools and educational institutions to engage in things like robotics are simply mind-boggling.

Native AI in SL: potential educational / research / modelling benefits beyond RPG

According to Rodvik, we can expect some of these new capabilities to commence testing in December of this year, although (wisely) no roll-out data has yet to be pinned to the wall. Given the impact and benefit such capabilities could bring to Second Life, I really hope that LL strive for two things:

  1. Make sure the capability is properly developed and implemented – sorry, but at the end of the day, mesh came across as a half-arsed implementation to many, and I’d suggest further that it is a practical demonstration why (again) the push, test, polish, test, polish approach can actually do SL as much harm as it can potentially do good.
  2. They openly engage with a wide range of potential “beta testers” from within and without the SL community to ensure as wide as possible spread of potential use cases are identified and catered for and are the determining factors as to when the functionality is rolled out. Let’s not have the calendar again dictating what can and cannot get done in the “first release”, because many using SL already equate “first release” with, “That’s all LL are prepared to do”.

PRIM_PHYSICS fix on RC channels

According to Andrew Linden, commenting on what has become something of a heated JIRA, SVC-7305, a fix for the PRIM_PHYSICS breakage was rolled out to the three main RC channels (BlueSteel, Magnum and Le Tigre) today.

The breakage, which impacts the PRIM_PHYSICS parameter of llSetPrimitiveParams impacts a wide range of scripted moving objects in Second Life and has caused considerable consternation amount content creators. With vehicles, animals and other items effectively broken, they’ve faced either having to wait for the issue to be sorted and / or re-scripting their products while still having many hundreds – if not thousands – running amok or stalled around the grid – something that apparently left one creator of automated scripted vehicles stuck with a three-day account suspension.

If all goes well – and initial feedback so far is that the fix is working on the Magnum and Le Tigre RC channels without incident – then the fix should find is way onto the rest of the grid during the main updates next Tuesday (assuming one of the RC channels gets promoted to the main release channel at that time).

Attachment update fix rolled-out

The “showstopper” bug affecting the update of worn attachments, as reported on two weeks ago saw the initial fix rolled out across the entire Main grid (with one or two exceptions), a week after it was rolled-out to the RC channels.

So far, feedback on the JIRA, SVC-7283, has been largely positive, and it appears that for most content creators impacted with the issue, the core problems are resolved.

However, there are still some outstanding issues to be addressed:

  • SVC-7321: llRemoteLoadScriptPin() does not allow injection of an O:VMCT script into an O:PERM_ALL worn attachment
  • SVC-7294:The simulator is too strict when llGiveInventory() adds restricted-permission items to fullperm attachments which already contained other restricted-permission items

Not dates are currently available on potential fixes for either.

Update: 27th Sept: Since drafting / releasing this update, testing has revealed that even with all current fixes in place, a problem still remains wherein should an update fail, existing scripts in the receiving item can still be deleted. There is currently no direct fix for this.

Mesh and the Beta grid

There are now numerous tutorials on creating mesh objects in the likes of Blender for upload to Second Life; however, getting everything just right with mesh objects, their LODs, textures, etc., isn’t easy. The unwary might even end up sending a little too much uploading and adjusting items. To this end, it is best to use the Beta grid (also known as Aditi or the Preview grid) to work on models until you’re satisfied, and then upload them to the Main grid.

As many have never logged into the Beta grid, here’s some simple instructions and pointers.

Note that this article assumes you are certified for mesh uploads on the Beta grid (if you are already certified on the Main grid of uploads, you may still need to re-certify yourself on Aditi (with thanks to Opensource Obscure for the reminder)).

Updating Your Beta Grid Account

If you have not logged-in to the Beta grid in a while, the chances are your account information (including your inventory data) is going to be stale. If you already have items in your inventory you wish to work with, this may be an issue. So the first step may well be to refresh to Beta grid details. This is done quite easily:

  • Change your login password:
    • Go to your Dashboard at http://www.secondlife.com
    • Click on the down arrow button in the ACCOUNT window near the top left of your Dashboard
    • Click on CHANGE PASSWORD
    • Set a new password for yourself and SAVE it – remember this will be immediately applied to all your SL log-ins, including the Viewer
  • Wait 24 hours.
  • Log into the Beta grid.

Logging-in to Aditi, the Beta Grid

If you’ve never logged-on to the Beta grid before, there are some additional steps to complete, depending on whether or not you have the grid selection option displayed on your Viewer’s log-in screen.

Notes

  • Obviously, as we’re talking specifically in relation to mesh, remember to use a Viewer with mesh upload capabilities
  • If you opt to use the official Mesh Development Viewer, you will, by default, be logged into the Beta grid (unless you change the grid selection option).

Displaying the Grid Selection Option

  • Start your Viewer.
  • If the grid selection option is displayed, continue with Logging-in to Aditi, below
  • To display the grid selection option:
    • Display your Viewer’s preferences (Me -> Preferences in the case of Viewer 3 or use CTRL-SHIFT-G)
    • Access the ADVANCED tab
    • Make sure SHOW GRID SELECTION AT LOGIN is checked
    • Click on OK to close the Preferences floater.
Displaying the grid selection option

Logging-in to Aditi

  • With the Viewer log-in window displayed, click on the grid selection arrow to display a list of available grids (see right)
  • Click on ADITI for the Beta grid
  • the log-in splash window will change to display the fact you have selected the Beta grid
  • Log-in using your avatar name and password as you would with the Main grid
  • You should be logged into one of the Beta grid welcome areas
  • Note you will have a L$ account balance, which is not transferrable to the Main grid!

Where to Work

As with the Main grid, the Beta grid is host to a number of sandboxes. Some of these are for general use, some are for very specific purposes; the majority have rules assoicated with them, again as with the Main grid – and you should, as always, familiar yourself with the rules and things like return times in order to avoid upsets.

While mesh is enabled across the Beta grid, there are a number of dedicated mesh sandboxes (SLurl). These tend to have the most recent releases of the server-side code related to mesh, and while they can be crowded at times in turns of the amount of items to be found on them, they tend to present the best place to work.

How Do I Preserve Upload Settings between Grids?

The Viewer should save all settings you use with a model, so when you log-in to the Main grid and select the model for upload, your settings for the model should appear in the upload floater.

What Else?

The following Linden Lab resources may be of additional assistance:

Help People Island closes today

Help People Island

Today marks the end of an era in resident-to-resident  help in Second Life: Help People Island will be closing its doors today, with a final farewell party at 13:00 SLT.

Help People Island (HPI) was founded six years ago and has provided resident/volunteer help to other residents that includes everything from self-learning through to one-to-one assistance and teacher-lead classes in all major aspects of living in Second Life and working with the tools and technology, including the Viewer. Around 1,000 people visit the island per day seeking help and advice – and also simply to visit and have a little fun during one of the HPI parties. Over the last six years, an estimated 500,000 residents have passed through the island.

One of the self-help areas

HPI has been sponsored by Help People Inc., a private research and development company founded in 1969 to study human behaviour in the service industry with the stated purpose to learn how to increase sales through service. Sadly, the Board of Directors of Help People Inc. have decided it is now time for the company to focus its efforts elsewhere; hence the closure of HPI.

A farewell statement to all those that have been involved in HPI in part read:

“HPI has been a staple within the Second Life Community for 6 years, it’s hard to believe it started out on a small little area that barely got 10 people per day, in comparison to the 1000+ per day that we now have. Over the years, with the help and perseverance of all of you, it exploded into the greatest of ALL Help Group’s in Second Life and we feel what we have all contributed will in fact linger on for year’s to come. In our history within Second Life, we have helped and assisted in excess of 500,000 residents.

“It’s absolutely unbelievable how many people we have all touched, but there is nothing but fact in those number’s. We cannot begin to describe the amount of joy that we have all felt on a daily basis just knowing that ALL of us were and are in fact making a difference. A positive difference. And while this is an extremely sad time, that joy is even larger.”

Classroms and auditorium

Groups related to HPI will also be closing following the party and closure of the sim. It is hoped that a forum for those interested will be established in the next few months at Help People Inc’s website, and the letter sent to group members asks that they keep their eyes on that site for news once the sim and Groups in-world have closed. It is not clear as to whether the HPI blog will close – one hopes it will be left as an archival document.

HPI tourist office: helping people find their way around SL’s sights

The Farewell Party

Billed as HPI’s “Goodbye, Farewell Amen” party, the event will commence at 13:00 SLT, and feature “Five DJ and three hours of music, dance, fun” to take place at the Island’s Sky Garden. The five DJs participating in the event are:

  • The Lord Charles
  • Kahuna Chrome
  • DJ Timmy
  • Kew the Music
  • Keif Denimore

The venus for the party is HPI’s Sky garden – teleport to Help People Island (teleports routed to an arrival point) and look for a teleport totem (right) – one is located on the right side of the arrival area plaza.

Another code breakage hits SL

On top of the recent attachment update bug, JIRA (SVC-7283) (as well as the releated SVC-7294) – there is now another scripting breakage that has been deployed to the grid.

PRIM_PHYSICS used in the likes of llSetPrimitiveParams, no longer functions as expected on server release code 11.09.09.240513, leaving scripted vehicles and animals (among other things) not working, malfunctioning and/or running amok.

A JIRA (SVC-7305) has been raised for the issue, which has a widespread impact.  And it has to be said that the JIRA is starting to read like a poorly executed farce, with LL responsible for the script.

  • It appears one creator of scripted vehicles running on the mainland which are now effectively out-of-control, and her account has apparently been suspended as a result
  • Other creators are reported issues with potentially thousands of sold products which, while there is a potential code alternative available (via STATUS_PHYSICS) – this still means considerable re-coding for many creators and a massive product update (and why should they, when the cause isn’t their fault?)
  • Responses from Linden Lab are hinting a fix (again) will not be available for RC channel release until next week, with the implication a full roll-out could be two weeks away – and that, despite the clear severity, there is resistance to accelerating the fix within the company!

Two breaks to basic scripting functionality in Second Life coming a week apart isn’t liable to win Linden Lab awards in the popularity stakes. It’s also liable to have the tinfoil hat brigade nodding to themselves and muttering comments about event numbers, coincidences and conspiracies.

As if we don’t already have enough of that doing the rounds.