2024 SL SUG meetings week #22 summary

Mirai Melody, May 2024 – blog post

The following notes were taken from the Tuesday, May 28th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log and the video by Pantera – my thanks to her as always for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, May 28, the Main SLS channel was restarted without any deployment.
  • On Wednesday, May 29th:
    • The BlueSteel RC channel should be updated with a re-deployment of the Spring Break Simulator update, after this had to be rolled back in week #20, and didn’t make the cut for week #21.
    • The rest of the RC simhosts will be restarted.

Upcoming Deployment

The major deployment for June is set to be Summer Fun. Among other things this should include:

  • Leviathan Linden’s game controller event work to support game controllers – although these will require a viewer-side update to expose the updated viewer UI.
  • Rider Linden’s work on the SL Combat System (SLCS) 2.0 updates (see my Combat User Group summaries for more).
  • LSL updates:
    • A new parameter to llRezObjectWithParams REZ_PARAM_STRING – allows the passing of a 1024 char string to the object being rezzed.
    • llGetStartString() to retrieve the string.
  • A fix for the notecard cache so that it a fixed amount of memory (enough memory to store 48 max-sized notecards) rather than the count of notecards.

SL Viewer Updates

No official viewer updates at the start of the week, leaving the pipeline as:

  • Release viewer: Maintenance X RC (usability improvements), version 7.1.7.8974243247, dated May 8 and  promoted May 13 – no change.
  • Release channel cohorts:
  • Project viewers:

In Brief

Please refer to the video for the following:

  • A further discussion on potential HTTP updates (such has the ability to read HTML).
  • A question on increasing the memory limit for scripts – in short, nothing in the works at present.
  • Both of the above sparked a general and overlapping discussion – please refer to the video below.
  • A request was made for a SL Combat 2.0 feature – the ability to teleport vehicles (which obviously could be used for other applications).
    • As Rider Linden pointed out, just one issue here is that regions (and parcels within them) can block object entry, and thus could cause teleports of vehicle at scale to go awry at times, as the teleport would have no way of knowing if vehicle entry is permitted at the destination location.
    • However, he requested the idea be submitted as a feature request so that it can be discussed internally.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

The Power of Hope at NovaOwl in Second Life

NovaOwl, May 2024: Christian Carter – The Power of Hope

The Power of Hope is the title of the May / June exhibition within the ground-level gallery space at the NovaOwl Gallery, operated by Uli Jansma and Owl Dragonash. It features images by Christian Carter (and marks for me, I believe, the first time I’ve encountered his work in a solo exhibition)which are linked by a core theme, as symbolised by a vibrantly coloured butterfly.

[In] this exhibition I wanted to be uplifting. We all need more positive things, more smiles, more light.
Here I am telling a story about a butterfly that symbolizes a Hope and travels around the World. Travel with me…
Once you choose hope anything is possible.

– Christian Carter, The Power of Hope

NovaOwl, May 2024: Christian Carter – The Power of Hope

What follows, across the two halves of the gallery space is a journey of images, some of them framed by quotes or aphorisms emphasising the power of hope, even in the more desolate or downtrodden aspects of life. The art is loosely grouped within the galley’s halls in terms of style and presentation: within the larger, airer hall are very large format pieces leaning strongly towards a black-and-white / monochrome finish, with the sub-divided space of the smaller hall presenting pieces sized to suit its wall space and within which the use of colour is much more prominent.

It’s a highly effective approach; with their focus perhaps more on the realities of day-to-day life as well as touching on the more metaphysical aspects of hope, the monochrome images give a clear symbol of the latter through the focused presence of colour or the considered use of reflections on glass to suggest brightness (and therefore hope), whilst their broader monochrome composition offers commentary on the realities of the present.

NovaOwl, May 2024: Christian Carter – The Power of Hope

It is within this section that the exhibition has perhaps its most poignant pieces in the form of There is Always the Light and Despite all of the Darkness, both of which particularly speak to some of the malaise affecting modern society (waste and destruction / homelessness and our too-often indifference to it) – and the expression of hope that one day we will all overcome these issues and attitudes for the betterment of ourselves and others.

Within the smaller gallery space, the images are perhaps more metaphorical in nature, reflecting the aphorisms (some of which might be seen as truisms, but which are nevertheless lifted above the trite through Christian’s excellent artwork and use of colour). These are perhaps more uplifting images in terms of the richness of colour within them, although the underpinning truths they contain speak as clearly as those framing the monochrome pieces. In addition, further touches of social commentary might be seen in both some of the expressions written on the gallery walls and in the little 3D elements Christian has put together is support of his images (such as the little homeless bear in one corner).

NovaOwl, May 2024: Christian Carter – The Power of Hope

Visually engaging and with a positive message for the future built on reflections on life, The Power of Hope will remain at NovaOwl through May and into June.

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2024 SL viewer release summaries week #21

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, May 26th, 2024

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: 7.1.6.8745209917, formerly the Maintenance Y/Z RC ( My Outfits folder improvements; ability to remove entries from landmark history), dated April 19 and promoted April 23 – No Change
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • No updates.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Alchemy – 7.1.7.2486 (Beta PBR build) May 25 – release notes.
  • Black Dragon for Windows version 5.1.3 (PBR) May 22 – release notes.
  • Kokua: 7.1.7.54548 (no RLV) and 7.1.7.58088 (RLV variants)  (PBR), May 25 – release notes.

V1-style

  • Cool VL Viewer Stable branch updated to version: 1.32.0.24 (PBR); and Experimental to version 1.32.1.7 (PBR) on May 25 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2024 Sci-Fi Con in Second Life

via Sci-Fi Con 2024

The 2024 (and 16th) Second Life Sci-Fi Con is currently in progress across eight regions (+ the landing point region and teleport hub). It will run through until June 4th, 2024, raising money for the Michael J. Fox Foundation in association Team Fox, the fund-raising branch of the Foundation, and Creations for Parkinson’s in Second Life, and with the support of Linden Lab.

This year Sci-Fi Con proudly presents “Sci-Fi Con 16: Altered State.” Our mission is clear: to unite individuals from diverse backgrounds for the betterment of our shared world. Our vision extends beyond the virtual boundaries, aiming to make a significant impact in the lives of those affected by Parkinson’s disease. To achieve this, we are committed to giving 100% of the proceeds directly towards the Michael J. Fox Foundation. Together, we stand united, making a real difference in the pursuit of a better future.

– From the Sci-Fi con website

2024 SL Sci-Fi Con

As is usual for the event, many of the sci-fi franchises popular in Second Life are present at the Con, with shopping spread throughout the regions, together with entertainment and other events. The best way to find out about the latter is via the Con’s event page (all times SLT) – although whether it was my browser or an issue in general, I found clicking URLs opened Google Maps rather than the SL Map, so hopefully it will work for you.

All of the regions can be reached via the teleport boards at the main hub and within each of the regions. It is also possible to walk between them and over the water to / from the hub. I believe a monorail system is available, but during my visits, I didn’t actually see it operating, so not sure.

2024 SL Sci-Fi Con

This year’s convention includes the Scavenger Hunt – HUDs available at the Hub. So, prepare your away team / landing party, set phasers on fun and head over to the Sci-Fi Convention.

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Bella’s summer Lullaby in Second Life

Bella’s Lullaby, May 2024 – click any image for full size

Not too long ago I noted that I’d received notice that Bella’s Lullaby – a place oft covered in these pages –  was about to undergo a makeover as the hands of region holder BellaSwan Blackheart (thank you, Johann!), and so whilst waiting I toddled off to visit Bella’s other setting, A Place in the Sun (see Finding A Place in the Sun in Second Life). Well, turns out I didn’t have to wait long for the updated Bella’s Lullaby to arrive; it’s now once again open for business, so I bounced over to see what is new.

At the time of my last visit to the region, back in February 2024, I noted that the region had something of a North European feel to it – like a small island nestled along the Scottish coast or Europe’s Wadden or Baltic Sea coastlines. With this iteration, the region maintains something of a similar vibe – albeit one where the off-region mountains might suggest his location is further north and west and lying off of Norway’s marvellous “crinkly bits” (as Douglas Adams once referred to it) coastline.

Bella’s Lullaby, May 2024

There are certain similarities about this design and the last iteration of Bella’s Lullaby – and indeed, with A Place in the Sun – which gave me a subtle sense of being on an island-hopping journey with Bella through a place where the different islands are perhaps all part of the same chain. There are motifs and elements common to two out of the tree – or even all three – that can be spotted as one explores. This is common enough given the way items in inventory can be repurposed and / or reused, and certainly not to the region’s negative; rather the reverse in fact as it allowed my imagine to suggest a narrative linking these places together in my head.

This is again a design where less is more –  an approach at which Bella is exceedingly good. The landscape presents a semi-rugged, low-lying island. Forming the same of a “C”, it sits with the open mouth of the “C” pointing westwards to cup a shallow bay in the island’s grassy arms. A single thumb tack of an island is pinned in the open mouth of the bay, a lighthouse atop it providing warning of the shallow waters within. There are no hills here, just a gentle undulation across the landscape as it keeps itself above the rippling of the surrounding waters, the coastline moss and grass-topped rock that drops sharply into those waters without feeling the need for any intervening shoreline of shingle or sand.

Bella’s Lullaby, May 2024

As well as the lighthouse, the island is home to a house and a cabin. Both are topped with turf on their roofs to help with insulation, with the house offering a attic space large enough to form a bedroom, although only a sofa occupies it. Who lives here is open to the imagination – but whoever they are, they certainly love their cats! Despite being barely furnished, the house has a cosy feel to it, possibly because of the overgrown nature of the grounds surrounding it; shrubs and flowers hem it in, combining with the  vines climbing the walls to give the house a sense of warmth and hideaway.

A rough path runs around the shore of the bay to reach the cabin. This is a much smaller affair, and appears to be more of a washroom / garden house than a home.

Bella’s Lullaby, May 2024

The two arms of the island are of slightly different width, broad where it is home to the larger house, then narrowing gently as it sweeps around past the cabin, giving the impression of a tail trailing away from the main body of land. As well as the house and cabin, the wider portion of the island boasts a large coppice of trees between cabin and house with a smattering of outlying small tress to either side which appear to be standing guard over this side of the island. The tail, however, is without trees and displays more of the island’s rocky underpinning as it points back past the lighthouse.

Within this landscape is wildlife and animals a-plenty: the cats already mentioned (more of which are to be found outside), chickens, geese, goats, cows – not to mention the local birds. A sound scape adds further depth here, offering the bleat of goats and the musical joy of birdsong.

Bella’s Lullaby, May 2024

This is a place very much for wandering and photography; the open nature of the landscape allows for multiple opportunities for landscape photography, whilst the scattered elements of smaller details encourage more focused pieces. And believe me, camming around carefully is well worth it, Bella’s ability to put together little vignettes that suggest her settings are living, breathing places is excellent, and there is a rich clustering of these around the main house – some in plain view, others perhaps requiring a little patience to focus in on.

If you’re looking for cuddle spots, then it is possible this setting might appear to disappoint; just be sure to take a closer look. There are places to sit aplenty, all neatly spread across the region indoors and (particularly) out, and several include single and couple sits, with one also including options for taking a plunge in the waters of the bay (and for engaging in a little kung fu or practicing anything you may have learned at Hogwarts!).

Bella’s Lullaby, May 2024

Bella always produces memorable settings to explore, appreciate and photograph, and this iteration of Bella’s Lullaby is no exception – so do be sure to pop along and pay a visit.

SLurl Details

Second Life Combat User Group: May 23rd, 2024 summary

Credit: Rider Linden

The following notes were taken from the Thursday, May 23rd, 2024 Combat User Group meeting (also referred to as the Combat Committee User Group or CCUG, an abbreviation also used by the Content Creation User Group, and which I’ll not be using in these summaries to reduce the risk of confusion between the two). They form a summary of the core items discussed and responded to by Lindens, and are not intended to be a full transcript.

Meeting Overview

  • The Combat User Group exists as a forum to discuss improvements to the Linden Lab Combat System or LLCS to better support combat in Second Life.
    • The core idea is to provide additional events and capabilities which sit on top of LLCS to provide combat creators with better tools with which to create better combat systems for their specific scenarios.
  • The meetings are the result of a proposal document on improving the native damage system in SL, written by Rider Linden, and which is the focus for both the meeting and any work arising from them.
  • These meetings are conducted (as a rule):
    • By Rider Linden, with the support of Kyle Linden.
    • On alternating Thursdays (rotating with the Content Creation User Group) at 13:00 SLT. Meeting dates are recorded in the Second Life Public Calendar.
    • Initially in text, although voice might be included in the future depending on feedback from those attending.
    • At this location.
    • Discussion topics, requests, etc., can be found on the SL Feedback Portal Combat Board.
  • Additional details are available via the SL wiki Combat2 page.

Work In Progress

  • The current iteration of Combat 2.0 support on the server-side is due to be included in the Summer Fun simulator update. This is targeting a June 2024 release. However:
    • No date has been as yet given for when this update will commence deployment on the the main grid.
    • Any target dates given ahead of time are subject to final QA check-through and code clearances.
  • In preparation for the code going into the Simulator update, Rider is planning to freeze his own updates to the code in the week commencing Monday, May 27th, 2024.
  • This will very much be a release to find out exactly what works and what doesn’t for the Combat community/ies in Second Life and will be iterated upon going forward.
  • There are a couple of functions that might not make it into the initial release, although Rider is going to try to slip them in before QA freezes the Summer Fun code in preparation for deployment. These are:
    • Two additional parameter for llRezObjectWithParams – one that will set the collision filter on rez and a second that will make it derez if it’s rezzer goes away.
    • A new function – provisionally called llMedea (a reference to Greek mythology and vengeance), which will let an object unrez/kill something it has rezzed (hence the mythology reference).
  • The request for an llSensor function to check for objects with health has been acted upon. It is available in the Combat 2,0 sandboxes on Aditi and tests for “damageable” objects.

Comments and Requests

  • There were three Combat-related regions available to simulators on the Teen grid: Lexington, Concord, and No Man’s Land. These were seen as meaningful for many in the Combat community/ies, and a request has been made that, if possible, to bring them back to simulators on the main grid.
    • Rider passed this request directly to Product Operations, who were able to bring up all three regions after they had been off-line for 10 years 7 months (+some days, hours, minutes).
  • The request made at the previous Combat meeting for a possible new llSensor function has been written up – see Creation of llSensorwithParams.
  • A request was made to add a “fast” parameter to llRezObjectWithParams which would allow objects to rez at a reduced delay, thus allowing higher rates of fire for some weapons without the need for additional rez nodes. The issue here is that any such parameter could open up griefing vectors, as such it needs to be handled cautiously – if at all.
    • It was suggested the parameter could be managed at region owner / estate level (e.g. so only enabled where specifically required).
  • A further request for additional estate managements tools was made: one to disable the rez queue where required, as it is seen as causing major interruptions in combat scenarios.
  • There have been requests (including a feature request) for the first-person shooter improvements that have been added to the Black Dragon viewer to be considered for official implementation. This is a viewer-side feature, so would a) require a code contribution; b) would have to be considered for implementation by the viewer team.
  • A question was asked about avatar orientation / rotation (larger a viewer-side function) as whether it could be made more granular to determine where an avatar may have been hit with a projectile, rather than just getting a hit yes / no response.
    • Rider indicated he has some ideas for improving the handling of avatar rotations (e.g. force rotation, and / or determine rotation); however, it is going to take further research and testing before anything is made available.
    • Such a capability would have applications beyond just Combat.
  • There was a general discussion on RezObjectWithParamater bullets (and possibly “regular” bullets) colliding with an avatar / mesh on the same tick and not damaging the avatar (see related request here). Rider indicated there is no fix for this in the initial updates.
  • A request was made if there might be improvements to help with melee combat situations, to which Rider replied:
As a matter of fact yes. We’re going to have to hold off on collision type combat (just because of the way that works right now on the simulator) BUT you can use the technique of doing a quick sensor scan in the arc of your weapon and then applying damage directly to what you hit with llDamage.
  • An informal request was made for the Combat Log (Brigadier Linden) to record death positions. Rider felt this could be quickly added, and requested a formal Feature Request via the Feedback Portal. This was done, and he is now working on it.
    • A suggestion was added to this to also include the position of the damage object’s owner at that same instant. since people seem to be worried about auditing for cheating.