Art, grief, love and remembrance in Second Life

Cybele Moon: Will We Meet Again No More

No matter whom we are, where we live, or what we do, there is a constant in life that transcends all others we may share or have in common: the passing of those we love and / or hold dear.

Losing someone close hurts – the realisation  that someone we have always had in our lives or who has grown so close to us they have become a part of us is simply no longer there to touch, hold or just look at – can be devastating. that it is almost inconceivable we should ever be without them; that they will never again be seen, heard, spoken to or touched. The accompanying grief we feel is something many have tried to quantify down the years – hence the so-called “five (or seven) stages of grief”; which may have unfortunately given rise to the idea that grief is just something you have to “go through” and life will be “normal” once you’ve done so.

But the reality is that grief is a much more complex state of being. As Simon Shimshon Rubin notes, bound within grief are biopsychosocial aspects, those which the so-called “stages of grief” tend to focus on: anxiety, depression, traumatic response, our reactions to those around us, etc. But there are also other aspects to grief, what Rubin called “Track 2” aspects: our connection with the deceased, the closeness shared and emotional involvement. These are harder to quantify, because they are unique to each of us; they both define the depth of our grief and drive the more outward biopsychosocial aspects, as such they are central to any clinical understanding of grief, again as Rubin notes.

More particularly, these “track 2” aspects help structure how we maintain that connection with the deceased, retain that sense of closeness, and come to terms that while we may never physically see them again, they are, nevertheless still a very real part of us. And this in turn can give rise to moments of deep and personal revelation, understanding and even creativity which in turn help us reach an internal sense of equilibrium following our loss – something that cannot be measured by marking “stages” (in whatever order they are encountered), or in terms of time; but whish are so experiential, they are with us in varying degrees and ways throughout the rest of ours lives.

Cybele Moon: Will We Meet Again No More

Such is the case with the current exhibition and setting CybeleMoon (Hana Hoobinoo) has created at her Dark Wood GalleryWill We Meet Again No More is both a memorial to, and celebration of, the life of her partner Nick, who recently passed away, and a means for Cybele to help herself express her loss through the positive act of creativity. Stepping into it is very much of stepping into the world they shared, and opportunity to understand their bond of love and companionship, and to help Cybele remember Nick as her fellow traveller, lover of photography, gifted creator (through his cooking), confidante and friend.

From the recreation of the garden space she and Nick made at their home, through to the images on the surrounding walls, to all of the little touches – the ship’s wheel (referencing Nick’s time in the merchant marine and their mutual love of sailing), the globe (representing their travels together), the pint of Guinness… – offer us the opportunity to know Nick just a little bit, and share in Cybele’s time with him, and better understand her loss. It is also presents Cybele with the opportunity to maintain contact with her own creative core at a time when doing so is unlikely to be easy – hence why the exhibition also frames some of her more recent pieces of digital art as well as remembrances of Nick.

Cybele Moon: Will We Meet Again No More

Personal, an opening of the heart, rich in images from the physical and digital realms, Will We Meet Again No More is engaging and moving. Through it, and the words Cybele offers with it, I find myself feeling not so much the loss she undoubtedly feels, but a sense of having to come to know Nick just a little. My thanks and warmest hugs to Cybele for, respectively, allowing us this to share a sense of her time with Nick, and for her loss.

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P.S. If you are unfamiliar with Cybele’s work, I cannot recommend it highly enough; she is an extraordinarily gifted teller of tales through her images, photographs and words. With regards to the latter, I thoroughly recommend taking time to read her blog / website, if you have not previously done so.

2021 SUG meeting week #42 summary

Rivendell – Lord of the Rings, July 2021 – blog post

The following notes were taken from the Tuesday, October 19th, 2021 Simulator User Group (SUG) meeting. The meeting was recorded by Pantera Północy, and the video is embedded at the end of this summary. Note this summary focuses on the key points of the meeting; where there is something to report, the video should be referred to should full details of the meeting wish to be reviewed.

Server Deployments

See the current server deployment thread for updates

  • Tuesday, October 19th saw the simhosts on the SLS main channel restarted without any update. for some this may have seen the server release number increment to 564759. However, there were some issues, so some simulators on the channel were refreshed with release 564394.
    • LL is working to get to a state where version numbers only increment when there is a deployment and rolling restart, rather than incrementing as a result of a rolling restart alone.
  • Wednesday, October 20th should see the deployment of  simulator version 564610. This includes the following feature requests:
    • SL-15994 Add “force” option to estate_environment command (non-public Jira).
    • BUG-231158 Allow llGetNotecardLine to return more than 255 bytes.
    • BUG-229639 [FEATURE REQUEST] PRIM_PROJECTION.

Operating System Upgrade

As I’ve recently noted, following the current server tools update, the Lab plans to update the underpinning operating system. This work is now on the horizon. Or, to put in in the words of Mazidox Linden:

Do you all remember back in the Before Times when we were still in the colo and offices were still a thing and we did simulator operating system upgrades? Well, we’re in the cloud, I’m still working from a cramped desk in a corner of my guest room, but guess what we’re doing!
I know an OS upgrade is not the most attractive thing nor fun to hear about, so I’m willing to offer you a carrot. We’ve seen at least 10% more scripts running per frame on the same hardware with the same starting state for a simulator. [SO] the sooner we get this os upgrade tested the sooner it gets out the door and into your hands.

Those wishing to test their scripts, etc., on the new OS version can currently do so on the following regions on Aditi (the beta grid): Cale, Gothlauth, Jigglypuff, Leafeon, London City, London City Gateway, Mauve, Moonberry, Riccione, Sapas, Smithereens, Snark, Testylvania Sandbox, and Woods of Heaven.

Mazidox also stated:

If you have a region on Agni that has some significant script load, or unusual characteristics like lots of physics utilization, pathfinding… Regions that really stress aspects of the server without people being on them, please feel free to IM me here on Agni and ask for the region to be copied to Aditi on a first come first serve basis.

SL Viewer

There have been no updates to the current crop on official viewers to mark the start of the week, leaving the pipelines as:

  • Release viewer: version version 6.4.23.564172, formerly the Apple Notarisation Fix RC viewer, issued September 24 and promoted October 15.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Maintenance RC viewer updated to version 6.4.23.564063, on September 21.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20.
  • Project viewers:
    • Performance Improvements project viewer, version 6.4.23.564530, dated October 12.
    • 360 Snapshot project viewer, version 6.4.23.563579, issued September 3.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

In Brief

  • There has been a lot of discussion about the viewer’s bandwidth slider on the forums again recently, which has also touched on default cache sizes
    • As noted in that thread, the bandwidth slider in particular is less useful nowadays than once was the case, prompting the question on whether or not it should be retained within the viewer.
    • During the meeting, the question was asked if the simulators are liable to become defensive if the setting were to be fixed (presumably relatively high) within a viewer like Firestorm, which could provoke “microburst contention” due to the volume of UDP message requests hitting the servers.  The suggestion has been to go ahead and try, which is easier said than done inasmuch as increasing the default is easy – rolling it back perhaps not so (given it would require a further update, which people might opt to ignore unless part of a larger release – which then might not appear for several months after the original change).
    • In terms of cache, that is also a problem, as the limits do tend to be low (based on older computer specs), plus the viewer tends to have multiple and distinct caching structures, none of which are particularly efficient – although the Lab is trying to address some of them (hence the Simplified Cache RC viewer).
  • There is a very short discussion on Voice options, given Vivox will be ending the Vivox 4 API. As this in more a viewer question, no conclusions could be drawn.

Cleopatra’s Alexandria in Second Life

Alexandreia Rhakotis, October 2021 in 360 – click to open in a separate browser tab

Cube Republic (of the landscape brand fame), pointed me towards a fabulous build entitled Alexandreia Rhakotis, advising me it was a impressive build. As such, I took the first opportunity to hop over and take a look for myself.

Designed by Kleopatra T. Philopator (Kleopatra Alpha) and Elio Donat, the build is modelled after ancient Egyptian city of Alexandra, towards the end of the Ptolemaic dynasty’s rule over Egypt. It sits within a 3-region setting held by Kleopatra (2 regions) and one by Ellen of Sparta (ellenharriet) that offer a range of period destinations set within the 43-42 BC time frame, although for this article I will be focusing purely on Alexandreia Rhakotis itself.

Alexandreia Rhakotis, October 2021 – the Canopic Way

Also accessible via an airborne landing point that provides access to all of the setting within the estate, the city has been designed to represent how ancient Alexandria may have appeared during the reign of Cleopatra VII Philopator (69 BC – 10 August 30 BC), the last active ruler of the Ptolemaic Kingdom of Egypt. Her life and rule are probably most well known as being bound up with Julius Caesar (a relationship which produced a son, Caesarion, who would become the last Pharaoh of ancient Egypt), and her later affair with Mark Anthony, who came to rely on her for funding and military support during his invasions of the Parthian Empire and the Kingdom of Armenia, and with whom she distributed lands held by Rome and Parthia amongst her children (including Caesarion).

The setting is very much a labour of love for Kleopatra, who described something of its origins and development to me.

I started this work in 2016 with half a region. I’ve always loved Egypt and I developed a passion for the Ptolemaic time. Moreover, this time of Egypt is not well known and it’s a shame because Alexandria was an exceptional city.  I have been also very lucky to meet a man who has passion for building, he is a genius! Even so, researching has been difficult, because the city has been the victim of sackings, tsunami and earthquakes that have left much of it underwater, and the rest built over. We used a lot of resources: ancient writings, the work of Jean-Yves Empereur and Franck Goddio and so on.

– Kleopatra T. Philopator, discussing Alexandreia Rhakotis with me

Alexandreia Rhakotis, October 2021 – inside the palace

Of course, regions being what they are, compromises have had to be made in the presentation of the city. For example, the island of Pharos, home to the famous lighthouse of the same name, and a part of the natural protection of the city’s Great Harbour, is absent, leaving only a foreshortened version of the Heptastadion causeway, which leads directly to the lighthouse. However, given the Heptastadion alone was said to be 1.2 km long and 200 metres wide, and so would require 5 regions in its own right to be fully reproduced, a lack of Pharos is hardly surprising – and completely understandable. Nevertheless, this is still a simply stunning build: as Cube remarked to me, it is like stepping into one of the models you might find under glass with a museum and walking through it.

Central to the city – as with its inspiration – is the Canopic Way, the principal east-west thoroughfare (although here it runs north to south) that ran through it. In its time, the Canopic Way was home to the majority of the Ptolemaic and Roman monuments, and many of the city’s major buildings and temples, and this is again reflected in Kleopatra and Elio’s build.

Alexandreia Rhakotis, October 2021

These include the Serapeum of Alexandria, the temple to the Graeco-Egyptian deity Serapis, protector of the city, built on the orders of Ptolemy III Euergetes. There is also the Great Library, centre of learning for the kingdom and a centre of learning for the world around Alexandria. This faces the the Caesareum of Alexandria, built under the orders of Cleopatra VII herself to honour Julius Caesar, and believed to have once had the obelisks we today call Cleopatra’s Needles flanking its entrance; whilst just inside the city’s inner gates lies the tomb of Alexander the Great, who established and gave his name to the city, whilst throughout are statues to the likes of Ptolemy, and Hermanubis, a god combining Hermes from the Greeks and Anubis from the Egyptians.

At the end of the Way lies a great palace with laid out gardens, shaded walks, throne room and private chambers. It bookends the core of the Canopic Way by sitting at one end, whilst the homes and places of business for the ordinary populace, set at the other, the latter offered in a stark contrast to the Ptolemaic-Romano grandeur of the main city setting.

Alexandreia Rhakotis, October 2021 – the Caesareum of Alexandria

To the east can be found the Heptastadion and the Pharos lighthouse, whilst a part of the dockyards of the Great Harbour also sits to the east side of the city, complete with ships berthed at the wharf and under construction on the shoreline. Throughout the city can be found large gold chalices mounted on marble plinths. These are information givers that will provide further note cards on the structures they stand beside / within, and provided in a choice of languages (English, French, Italian and Arabic). Further information can be obtained on a range of subject from the lecterns within the Great Library.

A further point to note with Alexandreia Rhakotis is that it is living place. Not just as a result of it being a place for role-play, but because Kleopatra and Elio are constantly tweaking and improving, building and adding. Some of this is actually noted by the fact there are signs of construction to be found within the city walls (building work was much a part of Alexandria right the way through to Emperor Hadrian). In this, I’d also point out that the vast majority of the structures and elements found within the city have all be uniquely designed and built by Elio, and are not offered for sale, further marking the uniqueness of the city and the setting in general.

Alexandreia Rhakotis, October 2021, the Great Library and its courtyard

While the position of various structures along the Canopic Way might be open to debate (there is some difference between the position of the Great Library here and where it appears on a drawing representing Alexandria in the time of Hypatia (roughly 400 years after Cleopatra VII), for example), this doesn’t actually matter. This is because it is the presentation of the whole, rather than the positioning of the individual parts that makes Alexandreia Rhakotis such an immersive and – dare I say it – educational setting, as well as a play for role-play and other activities, a fact that further adds to the regions being an absolute “must see”.

As noted, this is one of a number of locations within a three region estate that represent the period 43-42 BC; I’ll be covering the rest in a follow-up article.

SLurl Details

2021 viewer release summaries week #41

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

Updates from the week ending Sunday, October 17th

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: version version 6.4.23.564172, formerly the Apple Notarisation Fix RC viewer, issued September 24th and promoted October 15th – NEW.
  • Release channel cohorts:
    • No updates.
  • Project viewers:
    • Performance Improvements project viewer, version 6.4.23.564530, dated October 12th.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • No updates.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Pumpkins: Digital Magic in Second Life

Beckridge Gallery – Pumpkins: Digital Magic

Diamond Marchant recently extended an invitation for me to drop into the latest exhibition at her Beckridge Gallery in Bellisseria to see a fun little exhibition of 3D creations that are a common element for the “Halloween season”: pumpkins and pumpkin lanterns.

Digital Magic is described by Diamond thus:

Fall brings pumpkins. In Second Life that means an endless variety of shapes, sizes, colours, embellishments, and carvings. Some are comforting, some horrifying… yet all are a product of digital magic. The exhibit includes the works of 37 pumpkin creators spanning the last 10 years. … Creators include 22769 Anachron, Andika, Apple Fall, ARIA, Ariskea, AVEC TOI, Candle and Cauldron, CELESTE, Cubura, Dark Secrets, Di’Cor, Dreamscapes Decor, DUST, Dysfunctionality , Fancy Decor, Finishing Touches, GOOSE, JIAN, Kres, LaFrayeur, Lilith’s Den, MudHoney, Organica, Ramen, random.Matter, Sass, Sau, Sepph, Soy, tarte, The Green Door, The Owl, Trompe Loeil, Vespertine, What Next, and Your Dreams.
Beckridge Gallery – Pumpkins: Digital Magic

The result is a house filled with pumpkins large and small, most carved for the season, some painted, some looking more like they may have been imbibing a tipple or two rather than being frightening, and one or two looking like they’ve been inspired by a Tim Burton movie. All are, however, quite endearing to see, and the house has been suitably decorated for the exhibition; such is the detail found within all of them, it is easy to see why this can be classified as an exhibition of 3D art.

While primarily aimed at Halloween, Digital Magic will remain open through until the end of November, potentially reflecting the popularity of pumpkins  – albeit pumpkins that have been more happily decorated or have been used to create a certain pie :).

When visiting, you should set your viewer to midnight to enjoy Digital Magic under the intended lighting (the environment hasn’t been set within the parcel). Otherwise – enjoy!

Beckridge Gallery – Pumpkins: Digital Magic

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A Miskatonic Dragon Rising in Second Life

Miskatonic Town

So, I’ve probably mentioned I’m really not one for the whole “Halloween season” thing, but a couple of years ago I dropped into Miskatonic County, the themed Full region held by Tobiath Tendaze, and tried their Halloween / horror first-person adventure / shoot-’em-up. As it has been a couple of years since that visit, I decided to drop back and see what has changed with the new adventure, Tales of Miskatonic County: Dragon Rising.

In the shadows and back alleys of Miskatonic, evil has returned. Cultists have raised portals and called forth horrors from the abyssal plains to attack the city. Their goal is to restore the reign of the Great Old Ones. This Halloween, a titan will rise!

– Introduction to Tales of Miskatonic County: Dragon Rising

The HUD: The compass and bio monitor “sidebar” with Inventory option (1); The health status monitor (2); and the information display (3), which can display information according to the button at the bottom of the sidebar.

Visitors to the region are delivered to a landing point where the essentials can be picked up – a HUD and a revolver. Both of which are available via boards on the walls of the landing point.

When obtaining the HUD, may be asked to join the region’s Experience. This is a necessary part of the activity, so you should click on the Yes button. Don’t worry about the control permissions being granted over your avatar – these are necessary to the game and will be revoked when you leave the region (those who have previously accepted the Miskatonic experience need only touch the board to receive a fresh HUD).

Once the Experience has been accepted, the game HUD will automatically attach to your screen, and – unseen – a character sheet is created for you, if one does not already exist. This records and saves your progress, and allows you to leave the experience at any time (removing the HUD), and then re-join it at a later time, your progress being automatically uploaded to the new HUD. If you wish to delete all of your progress and start over, click the red cube at the landing point.

I’m not going to explain the HUD in all its glory here, as it includes an option to receive an explanatory note card, so I’ll leave you with a quick image-based overview (right). Do note that the three numbered elements of the HUD can be moved independently around your screen.

Once the HUD is attached, click the Pistol sign on the wall to obtain what looks to be a Colt Python .357 Magnum. While this may not be “the most powerful handgun in the world” (as a certain cinematic cop might say through gritted teeth), you will need it to blast the various nasties you’ll be encountering, preferably before they do you a serious mischief.

To find said nasties, take the teleport portal just outside the landing point down to the ground level and the edge of the town of Miskatonic. On arrival, you’ll need to switch to Mouselook to aim and fire your gun (left mouse-click). The nasties themselves may be wandering the various locations, others might be spawned via a “gateway” and others may burst forth in front of (or behind) you unexpectedly. When they attack you, they will cause damage to your health, shields and armour – so shooting sooner rather than later is advised. Such damage will recover over time, but should your health reach “zero”, you’ll be teleported to the town’s care centre where you can use a hospital bed to recover.

You can also help recover your health in several ways: by consuming the food and drinks that might be found within some of the buildings (which you can move around in 3rd person view as the nasties do not enter them), or by collecting any first aid kits you might find, or by using the energy vials some of the nasties might leave behind when “killed”. In all three cases, left-click the object in question to “add” it to a slot in the HUD’s inventory, then click the slot itself to “consume” the item it contains.

It is possible to simply run around blasting nasties, using the teleport portals (tunnels and covered bridges) to move between the town’s different locations to locate them. However, there is also at least one story awaiting discovery by touching various books, etc., and then reading the contents via the HUD.

However, there are also NPCs – non-player characters – awaiting discovery. Touching one will open a “dialogue” conducted via the HUD that will both provide information (possibly via more than one touch or by clicking the HUD info panel), and one or more quest options, including a list of possible quests which you can opt to complete. (you can select up to 5 quests at a time, opening opportunities for varied game play).

Interacting with an NPC via the HUD – clicking the NPC or the HUD’s information area may display further information from the NPC, which may be displayed over several “pages” of the information area of the HUD – click on it to move through (1). There may also be an options list where you can click on individual items for information, including any available quests (2). Click a quest adds it to your task list; completing it removes it from the task list

Quests vary in content from continuing the shoot-the-nasty format through to performing rescuing or finding items. Again a note card available through the Help options in the HUD will provide information on the various quests that many be available.

All of which adds up to the opportunity for first-person entertainment.  As with 2019, I found that while the instructions on using the HUD, following quests, etc., to be very detailed, the broader brush-strokes of the main story seem to be poorly presented. What is the coming “titan”? What role does it play in the actual activities within the region? Perhaps this is only discovered by completing all quests, etc., which admittedly I have not done.  I will say that I found the shoot-’em-up aspect oddly addictive – as I did in 2019 -, although this was tempered by the fact that the game HUD seemed exceptionally slow to respond / update, even when I was the only person in the region.

Nevertheless, if adventure games / hunts are your thing, Dragon Rising may well be worth the time poking at.

SLurl Details