Exploring Nederlanse Bergee in Second Life

Nederlanse Bergee, April 2023 – click any image for full size

Held by Aloriana Shadowstar (Aloriana77) and designed Marie Nova, Nederlanse Bergee is a Homestead region currently open to the public and offering, in the words of the About Land description:

A beautiful island, ideal to get away from everything. A place to explore, to discover, to enjoy, to relax.

The region sits as three islands – two relatively large, and the third much smaller. Of the two larger islands, one forms a ribbon running from the south-west corner of the region and around to the north, separated from the second by a narrow channel which broadens into a bay as it and the ribbon island run north and then east. The third, small, island sits to the north-east.

Nederlanse Bergee, April 2023

The ribbon island is home to the region’s landing point. Ruggedly wild, the island offers a mix of temperate and tropical trees, little beaches, and cosy retreats. The latter range from a beachfront coffee house, passing by way of a little retreat and a small café to a parade of coastal shops tucked behind the island’s high northern peaks.

Somewhat incongruously, this island includes a small tram station. Quite where the trams used to run to / from is unclear; however, none seem to have been running for a good while, and the one that is present at the station has long since been converted into a little diner.

Nederlanse Bergee, April 2023

The channel between the two main islands is spanned at a single point by a wood and rope bridge, well towards its southern end. Footpaths on the far side of the bridge in turn lead to a gazebo sitting on a small promontory in the south-east corner of the region or to a second  little parade of shops which have, perhaps, more of a European lean to them compared to those in the north, which have a holiday island feel to them.

Dominated by a large flat-topped hill, this second island is also home to numerous places where visitors might spend time. These range from an outdoor gathering place that looks like it might be the home of the poetry reading events periodically held in the region (at the time of writing, the next is scheduled for April 28th), through to a coastal holiday home, the aforementioned gazebo and, within the northern bay, a little wharf against which a little boat with Bimini raised sits.

Nederlanse Bergee, April 2023

The smallest of the island might be tucked in close to the ribbon island, but, save for flying, appears to be the hardest to reach; none of the boats scattered around the region appear to be available for use by visitors, and the channels separating the little island from the others are deep. However, it offers a quite retreat in and of itself, with a summer house, wild flowers and a hammock under the shade of trees.

When seen under its default environment settings, Nederlanse Bergee has some of a painting’s look and feel about it; something that increases the Dutch tone evoked by the region’s name. However, the setting also lends itself to a wide range of EEP setting for those who are so inclined to experiment; for once, I stayed with the local EEP for the photos here.

Nederlanse Bergee, April 2023

Restful, a touch romantic and very photogenic, Nederlanse Bergee makes for a gentle, easy-going visit. My thanks to Shawn Shakespeare for the pointer!

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2023 SL SUG meetings week #16 summary

Burrow Wood County, February 2023 – blog post† 

The following notes were taken from the Tuesday,  April 18th Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Server Deployments

  • On Tuesday, April 18th, the SLS Main channel servers were updated with simulator release 579248, previously deployed to the RC channels. This means the doubling of linkset data memory (to 128KB) and the three LSL functions for strided list management – llList2ListSlice(), llSortListStrided(), and llListFindListStrided() – are now grid-wide.
  • On Wednesday, April 19th, simhosts on the RC channels will be restarted, but there will not be any new deployments to them.

Upcoming Simulator Releases

  • It is still hoped to get the server-side support for PBR materials to at least one RC channel – Preflight, with the potential it might also go to Snack as well – but there was no ETA on this at the time of the meeting. Currently, it remains with LL’s QA team.

Viewer Updates

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

  • Release viewer: Maintenance R viewer, version 6.6.10.579060, dated March 28, promoted March 30th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance T RC viewer, version 6.6.11.579154, April 6th.
    • Performance Floater / Auto FPS RC viewer updated to version 6.6.11.579238, April 4th.
    • Maintenance S RC viewer, version 6.6.11.579153, March 31st.
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.579401, April 10 – This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

In Brief

  • llGetAgentInfo received a new flag – AGENT_AUTOMATED – in week #15, however, the simulator side has et to be released; it is currently in a maintenance simulator support which may go to QA for testing in week #17.
    • This raised concerns of whether or not llGetAgentInfo was the right place for this flag, and whether it could result in the dataserver being spammed with requests from people wanting to know if visitors to their land were avatars or scripted agents. However, as Rider Linden pointed out, the simulator already has information on scripted agent, so there is no requirement for the simulator to query the dataserver.
    • See the video for the broader discussion on when the flag for a scripted agent is propagated across the grid.
  • There was a general discussion on possible LSL enhancements. This included:
    • Possible improvements to notecard handling by LSL (e.g. searching notecards – e.g. BUG-4906 -, faster notecard reading, a safe means of sending back the contents of a notecard so a script doesn’t need to build a web page on the fly / read the entire contents of the notecard into memory).
    • HTTP response expansion.
  • Objects rezzing objects: it has been noted that if an object is set to rez other objects (e.g. say a “crate dispenser” which might be used as a visual enhancement to Get The Freight Out to simulate cargo loading), the rezzing tends to work perfectly when the rezzing object’s owner is present, but can experience issues when the owner is not present.
    • This tends to occur if rezzing within the land is restricted to Group membership, and object owner did not correctly set their active group prior to placing out the rezzing object.
    • As the owner’s group is checked when present, this allows the rezzer to work correctly, hence why the problem only surfaces when they are absent.
  • For all other discussions, please refer to the view below.

† 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.

A Minimal Gaze in Second Life

UASL – Melusina Parkin: A Minimal Gaze

Currently open at Galerie Principale within the United Arts of Second Life hub, is an exhibition of pieces by Melusina Parkin, showcasing her minimalist approach to telling stories through her photography.

A Minimal Gaze is not a retrospective in the strictest sense of the word, but it does contain some images that admirers of Melu’s work may well recognise. What it does present is a rich cross-section of Melu’s style, something which might be called “moments in solitude”, whereby she focus on aspects of scene within Second Life and presents a image with a single cynosure, drawing our attention to that focus alone.

UASL – Melusina Parkin: A Minimal Gaze

Thus, the focal point stands in solitude in terms of their in-world surroundings, the framing of the image, and its ability to hold our attention. However, at the same time, a much broader narrative canvas is presented by the background and what lies just outside the frame of the picture; things not seen, but which nevertheless whisper to our imaginations. This gives Melu’s work a sense of unique individuality: the familiar seen without broader context other than what is suggested by the mind’s eye.

It’s an approach that Melu has used throughout the majority of her more than 10 years of Second Life photography, and which I’ve never ceased to appreciate, both for the above expressiveness and for the way it causes us to look at Second Life itself in a new way, bringing this digital world to life in a most unique and singular manner, unmatched by more “traditional” forms of photography (very much including my own) which provide broader, more contextualised views of the places visited and recorded within them.

UASL – Melusina Parkin: A Minimal Gaze

In the notes she provides for the exhibition, Melu notes that she is currently experimenting (like so many) with AI-generated images – but that also, she is not deserting this approach to her photography. It’s an assurance I appreciate, as a Second Life without her unique insight to its many faces and places would, frankly, be a diminished world.

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2023 SL viewer release summaries week #15

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

Updates from the week through to Sunday, April 16th, 2023

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: Maintenance R viewer, version 6.6.10.579060, dated March 28, promoted March 30th – 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:
    • glTF / PBR Materials project viewer, version 7.0.0.579401, April 10 – This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

A Taste of Sunnmøre in Second Life

Sunnmøre, April 2023 – click any image for full size

Situated as the southernmost municipality of the county of Møre og Romsdal in north-west Norway, Sunnmøre (or South-Møre, if you prefer) – as with the county as a whole – is regarded as a region of outstanding natural beauty, its rugged and varied landscape being home to the UNESCO World Heritage Site of Geiranger Fjord.

While one of three districts within Møre og Romsdal, Sunnmøre accounts for over 50% of the county’s population – although this doesn’t mean it is exactly going to feel crowded; the total population for Møre is under 200,000, with the majority living within coastal towns like Ålesund (popn approx 53,000). This means that much of the county  – and a lot of Sunnmøre is open countryside – is a place where people are free to enjoy friluftsliv.

Sunnmøre, April 2023

Pronounced (I’ve ben informed) free-loofts-liv, the terms translates as “open-air living”. Originally popularised by the Norwegian playwright and poet, Henrik Ibsen during the mid-1800s,  friluftsliv was initially used to describe the value of spending time in remote locations for spiritual and physical wellbeing.

Today, the phrase is used more broadly by Scandinavians as a whole to cover just about everything from runs in the forest or riding a bicycle through the countryside, to joining friends at a lakeside sauna (often followed by a chilly dip in the water), to simply relaxing in a mountain hut or participating in a little glamping, through to more vigorous activities such as rock-climbing or cross-country skiing when the snow permits, and so on. It also still encompasses the ideas of wellbeing and health, and is closely linked to allmansrätten, the right to roam.

Sunnmøre, April 2023

Within Second Life, Emm Vintner (Emm Evergarden), of The Nature Collective fame, has brought a touch of Norwegian friluftsliv and a stylised touch of Sunnmøre to life with a Homestead Region design called – quite appropriately – Sunnmøre, which thanks to a pointer from Shawn Shakespeare, I recently enjoyed visiting.

Sitting as a clutch of islands protected within the mouth of a fjord opening out into the sea, Sunnmøre offers a setting rich in activities one might reasonably expect to enjoy whilst participating in a spot of friluftsliv. There are tracks and trails to walk / ride along (horses can be rezzed from the one hitched near the landing point ferry), kayaks are available for paddling through the channels and around the waters surrounding the islands, together with motorboats and inflatables – all of which ensure dry feet when trying to reach the smaller islands! For the more energetic / daring zip-line rides might be had from the top of the main island’s peak.

Sunnmøre, April 2023

For those seeking something more restful, opportunities are available for a little fishing, taking to the air in hot air balloons, or simply sitting and watching the world go by. And, of course, there are plenty of opportunities for photography, with lots of local wildlife to be found – and some rather acrobatic sheep! Signage at the landing point offers some instant directions to points of interest, and the ferry-as-a-landing-point gives a nice feel for having literally just arrived from somewhere on the mainland when visitors teleport in.

Environmental consciousness is very apparent within the island – hardly surprising, as Scandinavia tends to lead with way when it comes to the likes of wind and solar power and thing like ground- and air-source heat pump systems for heating. A trio of wind turbines look like they provide power to the islands – and probably the local lighthouse, whilst the research centre located on the largest island utilises solar power. Of course, this being a design by Emm, bees are also in evidence, although the chance of some fresh honey has drawn an inquisitive bear cub to them!

Sunnmøre, April 2023

If you want to extend their Nordic experience after exploring Sunnmøre can avail themselves of the signboard advertising Moon Lair Taste of Norway, located as it is alongside the Sunnmøre Tourist Centre. Doing so while spirit you away to Moon Lair – but I’ll leave that to a future visit and possible blog post!

As always with Emm’s work, Sunnmøre is well presented, and makes for an engaging and photogenic visit.

Sunnmøre, April 2023

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2023 SL Puppetry project week #15 summary

Puppetry demonstration via Linden Lab – see below.  Demos video with the LL comment “We have some basic things working with a webcam and Second Life but there’s more to do before it’s as animated as we want.”

The following notes have been taken from chat logs and audio recording of the Thursday, March 23rd, 2023 Puppetry Project meetings held at the Castelet Puppetry Theatre on Aditi. These meetings are generally held on alternate weeks to the Content Creation User Group (CCUG), on same day / time (Thursdays at 13:00 SLT).

Notes in these summaries are not intended to be a full transcript of every meeting, but to highlight project progress / major topics of discussion.

Project Summary

General Project Description as Originally Conceived

LL’s renewed interest in puppetry was primarily instigated by Philip joining LL as official advisor, and so it really was about streaming mocap. That is what Philip was interested in and why we started looking at it again. However since Puppetry’s announcement what I’ve been hearing from many SL Residents is: what they really want from “puppetry” is more physicality of the avatar in-world: picking up objects, holding hands, higher fidelity collisions. 
As a result, that is what I’ve been contemplating: how to improve the control and physicality of the the avatar. Can that be the new improved direction of the Puppetry project? How to do it?

Leviathan Linden

  • Previously referred to as “avatar expressiveness”, Puppetry is intended to provide a means by which avatars can mimic physical world actions by their owners (e.g. head, hand, arm movements) through tools such as a webcam and using technologies like inverse kinematics (IK) and the  LLSD Event API Plug-in (LEAP) system.
    • Note that facial expressions and finger movements are not currently enabled.
    • Most movement is in the 2D plain (e.g., hand movements from side-to-side but not forward / back), due to limitations with things like depth of field tracking through a webcam, which has yet to be addressed.
  • The back-end support for the capability is only available on Aditi (the Beta grid) and within the following regions: Bunraku, Marionette, and Castelet.
  • Puppetry requires the use of a dedicated viewer, the Project Puppetry viewer, available through the official Second Life Alternate Viewers page.
  • No other special needs beyond the project viewer are required to “see” Puppetry animations. However, to use the capability to animate your own avatar and broadcast the results, requires additional work – refer to the links below.
  • There is a Puppetry Discord channel – those wishing to join it should contact members of LL’s puppetry team, e.g. Aura Linden, Simon Linden, Rider Linden, Leviathan Linden (not a full list of names at this time – my apologies to those involved whom I have missed).

Additional Work Not Originally In-Scope

  • Direct avatar / object / avatar-avatar interactions (“picking up” an apple; high-fives. etc.).
  • Animations streaming: allowing one viewer to run animations and have them sent via the simulator to all receiving viewers without any further processing of the animations by those viewers.
  • Enhanced LSL integration for animation control.
  • Adoption of better animation standards – possibly glTF.
  • Given the project is incorporating a lot of additional ideas, it is likely to evolve into a rolling development, with immediate targets for development / implementation decided as they are agreed upon, to be followed by future enhancements. As such, much of what goes into the meetings at present is general discussion and recommendations for consideration, rather than confirmed lines o development.

Bugs, Feature Requests and Code Submissions

  • For those experimenting with Puppetry, Jiras (bug reports / fixes or feature requests) should be filed with “[Puppetry]” at the start of the Jira title.
  • There is also a public facing Kanban board with public issues.
  • Those wishing to submit code (plug-ins or other) or who wish to offer a specific feature that might be used with Puppetry should:

Further Information

Meeting Notes

Viewer Progress

  • An updated version of the project viewer is still “close” – it is currently awaiting clearance by QA.
  • This will include the attachment point tracking discussed in previous meetings (e.g., a step towards being able to “pick things up” in SL. The simulator support for this is already in place on the Aditi Puppetry regions.
  • However when available it will not include:
    • LSL animation control as yet (which has yet to be added to the simulator code anyway. Rider Linden believes he has a good protocol for single avatar animation, but would rather work on it some more.
    • Any IK improvements, as Leviathan Linden is still working on these.
    • Any extended LEAP API functionality (the added features for getting world position/orientation, lookat position/orientation, camera position/orientation/target). This will be coming in a future viewer update.
  • Another thing in this release will be the change to llsd_binary for the LEAP messaging protocol. This will be in the release notes but to use it you will want to update to either 1.3.1 of llbase and/or 1.2.0 of llsd for python scripts. Messages from LEAP scripts to the viewer will still work with the older python libraries, but messages from the viewer to the script will not be parsed correctly.

Server-Side Work

  • The LSL function API has been published to the Content Creation Discord group (sorry, I’ve been asked by LL not to publish details on joining the server – if you are a content creator interested in joining it, please contact Vir Linden or attend a meeting (Content Creation / Puppetry and ask in person).
  • Getting attachment point positions has been given a throttle, in part to not make it trivial to use LSL to rip an animation, and in part to prevent the server doesn’t get overwhelmed. This latter rate of throttling is variable and can change as load increases/decreases. However, as Rider linden noted, there would always be some delay and some disagreement about the actual position of the attachment point between LSL and all the observing viewers. As such, function is not meant for a high-fidelity use. Collision volumes on the attachment points will be a better solution in this respect, but that is functionality which is still down the line.

General Notes

  • Leviathan Linden’s work for streaming the full avatar animation state has stalled, due to it essentially hijacking the main puppetry data channel to send everything, even when not running a puppetry script, through LEAP. As such, Leviathan thinks it needs to be moved to its own experimental viewer.
  • Simon Linden’s work on allowing animation uploads of new/different formats has been decoupled from the Puppetry project’s codebase, and is now being built on the main viewer branch, allowing it to move forward without dependencies on Puppetry.
  • OpenXR support as a LEAP plug-in is still seen as desirable, since it would allow support for a broader range of devices. However, it is seen as a little more “down the road”, as there is some core infrastructure that needs to finish being vetted prior to work starting on this.

My thanks to Jenna Huntsman for the chat transcript from the meeting, and you can see her video recording of the session here.

Date of Next Meeting

  • Thursday, April 27th, 2023, 13:00 SLT.