A touch of Dim Sum Gardens in Second Life

Dim Sum Gardens, July 2020 – click any image for full size

Dim Sum Gardens is a Full region on the Mainland that has been given over to a quite spectacular oriental themed public garden space that can be deceptive in its breadth and depth. Designed by Wee Willian Wylie, the gardens are built around a large lake, and are rich in features and details that can make any visit a voyage of discovery – although that said, it would be remiss of me not to note that such is the depth of detail within the gardens, a visit can take a lot out of older systems; so if you do tend to travel with a high draw distances or shadows always enabled, be prepared to make adjustments so that you might better enjoy things.

A visit commences on the south side of the gardens within a Japanese-style walled terrace area. Here, on a platform guarded by Japanese hunter / warriors and sinuous water dragons, sitting over a rectangular pool water and beneath a stylishly modern Torii gate, the landing point looks out across the lake as it spreads itself to the north, water falling from a low lip in the edge of the pool to add to the lake’s fill.

Dim Sum Gardens, July 2020

This is a place where the term here be dragons has genuine meaning: as well as the two water dragons busily keeping the pool under the landing point topped-up, dragon heads decorate a stone fountain on the terrace below, and two more are waiting to greet visitors as they descend the steps from the terrace to join the path that offer routes of exploration along the south side of the gardens. In addition, all of this  – landing point, terrace and all – is watched over by a large water dragon that raises its head out of the lake to also examine arriving visitors.

Bracketed by trees and woods to the south, west and east, the lake reaches north to where the land rises in grass-topped bluffs that arc around the back of a large island that proudly rises from the waters, a couple of smaller, low-lying islands between it and the landing point to the south. This sheer-faced island is topped by a quite marvellous Japanese tea house that mixes modern and traditional design in a manner that delights the eye. Like the landing point, this tea house is also guarded by dragons as it sits over a water feature that is home to fountains and Japanese crane, whilst waters tumble from the rocks of its perch to also add to the lake below.

Dim Sum Gardens, July 2020

The tea house is just one of many buildings and structures to be found throughout the gardens, some of which may be easy to spot as they raise their roofs above screens of trees or sit out over the waters whilst others may only come into view as you wander, and some attempt to remain hidden right up until you are almost literally on top of them.

Most of the larger structures are distinctly oriental in design, although a further café, sitting on the north shore of the lake and tucked behind the bulk of the island tea house, is of western design, and several of the smaller hideaways and romantic spots could hail from anywhere around the globe, whilst a dance pavilion on an island tucked into the south-east of the lake carries an elven air about it.

Dim Sum Gardens, July 2020

But no matter what their heritage, the placement of all the structures, large and small, within these gardens means that they all simply work and come together with the landscaping to capture the eye and heart.

To get to all of them really is an exercise in exploration: whilst a trail runs east and west from the path leading outward from the landing point terrace, it quickly becomes sporadic and overgrown or broken, although in places fences and old wall may offer hints of where to go. This allows things like bridges out to islands or the rediscovery of the trail after losing it in long grass and wild flowers, to add to the sense of adventure – as can coming across the unexpected, near-unseen house and courtyard or Japanese pavilion hiding within a curtain of bamboo.

Dim Sum Gardens, July 2020

For those who tire of wandering – something hard to imagine here – or who simply want to sit and relax, Dim Sum Gardens again offers a lot, from simple benches in the shade of trees, to the aforementioned cafés and tea houses, to the many pavilions and picnic spots and decks built out over the water and rafts floating upon it.

Nor is the lake home to a lone dragon; ducks swim among the lily pads, puffins perch on rocks, and heron and pelicans keep an eye out for unwary fish that might stray too close to where they stand. rowing boats and lanterns also sit on the waters, whilst several pieces of art rise above the rippled surface. This is a place rich in the colours of nature: multiple hues of green from grass, flowers and trees, reds and pinks and whites of cherry trees, and where the reds and greys and browns of rooftops add their bursts of colour to the mix.

Dim Sum Gardens, July 2020

With something new to see wherever you look and surprises to be found wherever you wander, Dim Sum is a perfect setting (if, again being honest, a possible heavy load for some systems). Such is its design, more than one look might be required to find everything – as I found out when I returned to take photos and came across the orangery with its piano inside, so well hidden under the boughs of a cherry tree I’d completely missed during my first visit!

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Science fiction, music, and a P.I. in Second Life

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Monday, July 27th, 19:00: Colossus

Gyro Muggins reads the 1966 future cold war novel by Dennis Feltham (DF) Jones.

Charles Forbin has dedicated ten years of his life to the construction of the supercomputer, Colossus, rejecting romantic and social endeavours in order to create the United States of North America’s (UNSA, a nation encompassing both America and Canada) first artificially intelligent defence system.

Colossus is capable of taking and analysing data rapidly, allowing it to make real-time decisions about the nation’s defence needs. But the system soon exceeds even Forbin’s expectations; it is able to take far more information and process it far faster than he and his team at the Colossus Programming Office believed would ever be possible.

Such is the system’s apparent abilities, the President hands off full control of the UNSA’s ballistic missile capability, together with other defence protocols, to Colossus and makes the announcement to the world that he has ensured peace.

But then the USSR announces that it has a defence supercomputer of its own – Guardian – with capabilities similar to that of Colossus. Then the two computers demand they be allowed to communicate directly – and proceed to do so at a rate that is well beyond the understanding of their respective development teams.

And neither system takes it kindly when Forbin and his Russian opposite number, Academician Kupri, both disable their ability to communicate directly and then seek to remove them from control of UNSA and USSR nuclear missiles…

Tuesday, July 28th:

12:00 Noon: Russell Eponym, Live in the Glen

Music, poetry, and stories in a popular weekly session at Ceiluradh Glen.

19:00: The Golden Apples of the Sun

Willow Moonfire reads from an anthology of 22 short stories by Ray Bradbury, first published in 1953, and which takes its title from the final line of the poem The Song of Wandering Aengus by W.B. Yeats. Originally published in 1897 under the title A Mad Song before gaining its proper name until 1899. A romantic poem about an old man recalling a magical encounter with a silver trout that turned into a beautiful young girl after he caught it, only for her to vanish, the poem ends with the stanza:

Though I am old with wandering
Through hollow lands and hilly lands,
I will find out where she has gone
And kiss her lips and take her hands;
And walk among long dappled grass,
And pluck till time and times are done
The silver apples of the moon,
The golden apples of the sun.

Of these lines, Bradbury said, “Maggie [his wife] introduced me to Romantic poetry when we were dating, and I loved it. I love that last line in the poem, and it was a metaphor for my story, about taking a cup full of fire from the sun.”

Wednesday, July 29th, 19:00: Whittington

Caledonia Skytower reads Alan Armstrong’s 2006  Newbery-Honor winning tale.

Whittington is a roughneck tom cat who arrives one day at a barn full of rescued animals and asks for a place there. Present at the barn is a menagerie of animals and young Ben and Abby, whose grandfather owns the barn and does the rescuing.

To earn his place, Whittington tells the tale of his famous ancestor, the nameless cat who brought Dick Whittington to the heights of wealth and power in 16th-century England. In telling his story of how his ancestors saved and elevated Whittington, this tom-with-a-chip, elevates another little boy above his fear of learning to read.

Thursday, July 30th

1900: Philip Marlowe’s The Finger Man

With Shandon Loring. Also in Kitely – from the main Seanchai World grid.kitely.com:8002:SEANCHAI.

21:00: Seanchai Late Night

Finn Zeddmore presents contemporary science fiction and fantasy from such on-line sources as Escape Pod, Light Speed, and Clarkesworld magazines.

2020 viewer release summaries week #30

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

Updates for the week ending Sunday, July 26th

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

  • Current release viewer version 6.4.4.543157, dated June 11th, promoted June 23rd, formerly the CEF RC viewer – ROLL BACK..
    • Uses new viewer build tool chain, but does not include any user-facing updates outside of bug fixes.
  • Release channel cohorts:
    • Tools Update 2 RC viewer, version 6.4.6.545538, released on July 24th.
    • Tools Update RC viewer, version 6.4.5.544639, dated July 17th, ROLLED BACK to RC status, July 24th.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2020 SL project updates week #30: TPVD summary

Paris for Ara, June 2020 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, July 24th, 2020. These meetings are generally held every other week, unless otherwise noted in any given summary. The embedded video is provided to Pantera – my thanks to her for recording and providing it. Time stamps are included with the notes will open the video at the point(s) where a specific topic is discussed.

SL Viewer News

[0:00-3:47]

The promotion of the Tools Update RC viewer to de facto release status didn’t go as intended, resulting in the promotion being rolled back to viewer version 6.4.4.543157, dated June 11th, promoted June 23rd, formerly the CEF RC viewer. In addition, a further version of the Tools Update viewer was issued in RC form.

The roll-back was due to the Tools Update viewer causing incoming new users to crash on arrival at the welcome islands. Presumably, the arrival of a second Tools Update RC viewer is to allow comparative testing between the two versions in an attempt to understand what is happening, the Tools Update 2 viewer having some form of internal differences to the Tool Update viewer.

There are reports that the Tools Update viewer also has a deadlock issue associated with it – see BUG-229110.

In the interim, the recommendation is for TPVs not to release version based on or incorporating the Tools Update viewer code.

Therefore, this leaves the current viewer pipelines as follows:

  • Current Release viewer version  6.4.3.543157, dated June 11th, promoted June 23rd, formerly the CEF RC viewer – ROLL BACK
  • Release channel cohorts:
    • Tools Update 2 RC viewer, version 6.4.6.545538, July 24.
    • Tools Update RC viewer, version 6.4.5.544639, July 17 – ROLL BACK TO RC STATUS.
    • Arrack Maintenance RC viewer, version 6.4.5.544465, July 6.
    • Love Me Render RC viewer, version 6.4.5.544028, June 30.
  • Project viewers:
    • Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
    • Mesh uploader project viewer, version 6.4.4.543141, June 11.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

General Viewer Notes

  • The “big push” is now on getting the Love Me Render (LMR) viewer promoted to release status. There are currently just “a few” open issues with the viewer, and the hope is these can be closed and the viewer cleared by QA for promotion “soon”. This is the viewer that includes several EEP-released fixes for things like HUD issues, specularity, etc.
  • The Legacy Profiles viewer has had some back-end web integration issues that have prevented it from progressing to RC status as had been hoped at the last meeting.
  • A further Maintenance RC viewer is close to being ready for issuing.

In Brief

  • [9:36-19:33] EEP issues:
    • People continue to report noticeable performance degradations with running EEP enabled viewers. The current work-round is for users to disable Linden Water rendering (CTRL-SHIFT-ALT-7), which appears to work even when Linden Water is totally occluded.
    • This is a recognised problem, and is being actively investigated. However, there may not be a single fix that resolves all performance issues, so this work may not delay the promotion of the LMR viewer, bu could end up being addressed as one or more “future fixes”.
    • There are also reports of increased sudden viewer freezes / stalls within EEP enabled viewers. Again, LL is aware of such reports and is investigating them.
    • In addition, there continue to be major questions as to the real value of EEP when compared to issues such as the overall impact on people having to remodel custom environments, ease-of-use within the tools, performance hits, etc.
    • Firestorm’s preview release of EEP has already resulted in considerable negative feedback even amongst a limited subset of users; there are concerns that when released, it could result an large-scale user backlash.
  • [20:54-24:18] Increasing the official viewer’s texture memory allowance: currently, the official viewer is pegged at using 512Mb of memory for texture handling, which can result in performance hits due to texture switching issues.  This is on a list of changes LL “would like to get to” – although Kitty Barnett has offered LL a code patch (already used by some TPVs, and baed on Runitai Linden’s own code) to help.
  • Reminders:
    • The fix for off-line inventory offers failing is now grid-wide. This is still awaiting an update in the official viewers, but TPVs capable of using the capability can now “go ahead and use it.”
    • Those wishing to test how regions running on AWS servers can do so on Aditi, the beta grid, as follows:
      • Regions Morris and Ahern (and possibly now Dore and Bonifacio, although this hasn’t been clarified).
      • The majority of the Blake Sea regions – see: Blake Sea in the cloud on ADITI.

 

Second Life’s STÖMOL: a review

From STÖMOL

Warning: if you have not seen STÖMOL, be aware this article does contain spoilers! So if you don’t want your experience spoiled, I suggest you click this link and catch it before you read any further!

Friday, July 24th, 2020 saw the official public première of STÖMOL, a feature-length science fiction machinima filmed entirely in Second Life. Written, directed, edited and produced by Huckleberry Hax, the film also stars Hax in the titular role of Epi Stömol, a private investigator / hunter, with Caitlin Tobias as Waarheid (and who also serves as the film’s assistant director and publicist), Ylva as Verity Certain, Boudicca Amat as Istinito Tatsache, Anthony Wesburn as Adevaru, and Mich Michabo as The Quill.

Set some 40 years into the future, the film combines elements of the graphic novel with those of noir-style films to unfold a tale framed by the search for two missing coders, and which folds into itself questions on the nature of truth and reality in a world impacted by climate change and the control of conglomerates.

On the surface, the story appears straightforward enough: attractive, mysterious woman hires PI / Hunter to locate her missing adopted son. Along the way, the PI encounters another hunter, Waarheid, who is looking for her missing niece – and both boy and girl appear to be two halves of the same puzzle: coders called The Eye and The Quill respectively, who could unlock both the reason for the climate catastrophe impacting the Earth – and also could hold the keys to both reality and our perception of the truth.

“It is an intimate thing to kill someone, especially when you get to see them taking you in with their eyes in that final second of life, knowing it was you who has just taken everything from them. There is nothing you can see that come even close to seeing that” – Epi Stömol. Screen caps from STÖMOL.

Agreeing to seek the girl if Waarheid attempts to locate the boy, Stömol sets about his task, a shadowy, helmeted figure tracking his movements. Whether he is aware of this or not isn’t clear, but Stömol does find the girl – and has an initial encounter with the helmeted figure in the process. Opting not to inform Waarheid of his find, ostensibly to prevent her from ending her search for the boy, Stömol has a further encounter with the mysterious helmeted one, confirming him to be Adevaru. Attempting to strike a deal, Adevaru reveals the true value of the two coders – giving Stömol  pause for thought.

Keeping to the bargain, Waarheid, informs Stömol she has located the boy, who is being held against his will. A rescue attempt is made, only to apparently fail, a kidnapper escaping with the boy. This set the film up for a sharp plot twist that is genuinely surprising and unexpected, in the process moving us to the final denouement, which in turn brings the story full circle to connect neatly with the opening sequence.

All very easy to follow. However, this simple sounding narrative actually lies within a much more complex story, one that might be summed up in asking the question just what is truth?

Waarheid. Screen cap from STÖMOL.

This is exactly what Stömol does as the film opens, mulling over both that and the nature of reality.

Stamp your feet on the ground; down three fingers of whiskey; put a cigarette in your mouth and light it. Is any one of these things real? Is any one of these things “the truth”? Or is truth just a story we create so that things seem to make sense? The line that joins the dots up into a picture that we can understand. We think each dot can only lead to one other; but what if every dot leads to a thousand others, and a million different pictures can be drawn?

– Epi Stömol

Presented in terms of the action that follows these ruminations – the dispatch of an unknown individual carrying an automatic weapon – it’s easy to simply view Stömol’s words as merely reflective of that action; indeed, with a nice slight of narrative, we’re encouraged to do so; but the fact is with this opening statement the film’s focal point is set – and, again, indirectly, a hint is given about Stömol himself.

This element of “truth” being at the core of the film is revealed in other subtle ways as well. Take the names of the principal players Stömol encounters: Verity Certain (itself a play on words), Istinito Tatache, Waarheid – all are words for “truth” and / or the state or quality of being true in their language of origin (English, Croatian and Dutch). Even Adevaru would appear to be a play on Adevărul, Romanian for truth. Similarly, The Eye and The Quill are not randomly chosen names for the two missing coders: the eye is the organ that sees the truth, whilst the quill is the tool by which the truth can be recorded.

It is this layering of elements in which STÖMOL is lifted above being a”simple” tale (although it can still be enjoyed as such), giving it more of a novel-like feel. Similarly, the broader production values evident in the film also help to present it as more of a motion picture than a machinima. Good use is made of framing – over-the-shoulder shots, cutaways, close-ups, all provide depth to STÖMOL.

There are subtleties in approach that give the film added richness. As noted, the twist towards the end of the story is presented in a manner that is so entirely unexpected, I doubt anyone could see it coming. There are also ambiguities scattered throughout that add a certain edge to Stömol. Take the outcome of the rescue attempt: did it really fail, or did Stömol allow the kidnapper to escape with the boy so he might remove Waarheid as a potential rival and thus leaving open his path to having sole control over the Quill and the Eye? And what of the comment about making a gift to the man killed in the opening sequence, is not a new light on this cast within the film’s ending and Stömol’s comments about controlling the truth through The Quill and The Eye?

An encounter with Adevaru. Screen cap from STÖMOL.

However, it would be remiss to say STÖMOL is not without its warts. Whilst relatively few, they do jar when they happen – such as the fight scene with Täuschung (another clever name – this time meaning “deception” or “to deceive”; a shame it didn’t go anywhere). It appears to have been included because it had been shot before the core of the story had been settled, and the fight couldn’t be readily re-filmed to better fit the narrative. Thus we’re left with a character that pops up and dies without saying a word and without serving any other purpose than to facilitate a fight.

The narration can also be unsettling. Delivered without cadence, it is peppered with unnatural pauses in delivery that can grate to the point of spoiling enjoyment. A case in point: early in the film Stömol walks the streets in a 4½-minute segment during which he delivers less than a minute of voice-over in total. This is painfully drawn out across the 4½-minutes with clumsy, mid-statement pauses up to 20 seconds in length. It’s a sequence that could have been edited to around 90-100 seconds without losing any of its dramatic edge whilst facilitating a far more fluid narrative delivery.

Elsewhere, the film offers ome nice hat-tips to its major sci-fi influences: Blade Runner and Blade Runner 2049. These range from the obvious – the use of Zee9’s Drune designs  (Bladerunner) plus the atmospheric effects (aka Blade Runner 2049) – through the the more subtle: watching the robotic major domo march into Verity Certain’s pool area ahead of Stömol, I couldn’t help but think of Sebastian’s robotic playmates greeting him on his homecoming. Stömol’s use of a noodle bar also sits as a nod towards Deckhard in Blade Runner.

Overall, STÖMOL is a creditable first outing into feature-length filming in Second Life. Yes it has some faults – name me a film that doesn’t, and technique can always be polished. Certainly, the warts don’t prevent the film from packing a satisfying punch at the end whilst achieving what it sets out to do: entertain.

Oh – and when watching, make sure you do so through the credits: there’s an MCU-style tag scene that offers a hint of what might come in the future.

Here’s the link for the film again.

Winter Moon’s scenic beauty in Second Life

Winter Moon, July 2020 – click any image for full size

Annie Brightstar recently and indirectly reminded me that it’s been nigh-on two years since our last visit to Dream Shadowcry’s Homestead region, Winter Moon and that as such, a return visit was much overdue.

Dream’s designs are always places that draw lovers, romanticists, grid travellers and photographers; rich in detail, perfectly  designed and steeped in evocative elements, they’ve never yet failed to capture the eye at the heart – and this latest iteration is no exception, returning as it does to one of Dream’s themes of balancing land and water in a way they is both natural and visually engaging.

 

Winter Moon, July 2020

For this build, Dream presents a circle of islands, each sitting between the surrounding sea and a broad lagoon caught within them. Such is the shape of the two larger islands that it’s hard not to see this as the rim of an ancient crater, the crown of a volcanic mound that once reared its head above the waves, only to fall silent at some point in the past, its walls then beaten down over the aeons by wind, rain and sea until in time they in part collapsed, allowing the sea to rush in and fill the extinct crater bowl, the last remnants of the one proud walls now restricted to the north and west of the setting, where high cliffs rise.

The landing point for the setting sits to the south-west, on a slender finger of an overgrown walkway that reaches out from the largest of the islands to tickle a low mound of rock that has been used as the foundation of a lighthouse (the lighthouse being something of a motif for several of Dream’s Winter Moon designs). A second walkway, this one with it paving still very much intact and resistant to the grasses that have overgrown its twin, points eastward to reach the second of the large islands at it arcs from south to north on the east side of the region.

Winter Moon, July 2020

Predominantly low-lying, the island raises a sinuous, wooded spine perhaps as much at 10 metres above the waters either side, prior to dipping down to a sand bar that shows every indication of being the next point where the sea will overcome the land and cut a new channel into the lagoon, running between the wooded spine and the narrow curtain of rock that risks above the sand at the island’s northern end.

Here, in a sign that the waters around the islands tend to be generally calm, a board walk steps out over the waters snaking over the shallows to pass around the sheer cliffs of the larger island’s northern extent to eventually meet with the beaches that hug the feet of  those same cliffs. Passing around the northern side of the table cliffs, the path then proceeds onwards, using a more rudimentary board walk to step over the water flowing outside from the cliffs as it drops over a number of the great falls that adorn the high rocks.

Winter Moon, July 2020

From here it is possible to follow either the beach around the north and west sides of the major island and back to the old walkway, or pass over the centre of the island, taking the path through a strange ravine and the woodlands beyond to reach the same point. As simple as either route sounds, both are worth exploring because there is a wealth of detail to be found along both.

For the adventurous, a second board walk extends out over the eastern waters of the lagoon from a point close to the one mentioned above. this stretches to where a pair of narrow screens of rock rise from the water like the prow of a ship. they guard a narrow path that connects the board walk to a small island crowned by the spread of an ancient oak-like tree.

 

Winter Moon, July 2020

One of the great attractions of Dream’s builds is the sense of age and purpose given them – and this is again true here, particularly with regards the many aged stairways, complete with broken or damage balustrades, that help connect different parts of the islands. Their presence suggest that this place was once one to a people at peace with both lands and sea, with the many scattered statues and carvings adding to this feeling as one explores, together with the gentle ringing of wind chimes.  Even the singing happiness of an old phonograph isn’t out of place, offering as it does and echo of more recent times past with some classic oldies being played.

With a well-rounded soundscape, lots of details I’ve barely touched upon (go fine the chandeliers and all the places to sit and relax- alone or with someone special) for yourself!), this iteration of Winter Moon is idyllically sublime.

Winter Moon, July 2020

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