Second Life: teleport / region crossing disconnects

As I’ve been reporting in my weekly Simulator User Group meeting summaries and my Third-Party Viewer Developer meeting updates, there have been widespread issues with disconnects during region crossings – both via teleport and physical region crossings (e.g. via boat or aircraft or on foot).

Various theories have popped up over the weeks as to why the problem is occurring  – with fingers most often being pointed at the server-side deployment of the Environment Enhancement Project (EEP). Whether or not EEP is responsible or not is hard to judge.

As I noted in my March 30th TPVD meeting notes, one of the problems with the issues is that they appear to strike randomly, and cannot be reproduced with any consistency; were a single cause behind them, it’s not unreasonable to assume that investigations would lead to a point where some degree of reproduction could be manifested.

It has been suggested by some users that de-rendering the sky (CTRL-ALT-SHIFT-6) before a teleport attempt can apparently ease the issue – although this is hardly a fix (and certainly no help to aviators and sailors), nor does it appear to work in all cases.

As trying to get to the root cause(s) of the problem is taking time, on Monday, April 8th, Linden Lab issued a blog post of their own on the matter, which reads in full:

Many Residents have noted that in the last few weeks we have had an increase in disconnects during a teleport. These occur when an avatar attempts to teleport to a new Region (or cross a Region boundary, which is handled similarly internally) and the teleport or Region crossing takes longer than usual.  Instead of arriving at the expected destination, the viewer disconnects with a message like:

Darn. You have been logged out of Second Life.

You have been disconnected from the region you were in.

We do not currently believe that this is specific to any viewer, and it can affect any pair of Regions (it seems to be a timing-sensitive failure in the hand-off between one simulator and the next).  There is no known workaround – please continue logging back in to get where you were going in the meantime.

We are very much aware of the problem, and have a crack team trying to track it down and correct it. They’re putting in long hours and exploring all the possibilities. Quite unfortunately, this problem dodged our usual monitors of the behaviour of simulators in the Release Channels, and as a result we’re also enhancing those monitors to prevent similar problems getting past us in the future.

We’re sorry about this – we empathise with how disruptive it has been.

As noted, updates are being provided as available, through the various related User Group meetings, and I’ll continue to endeavour to reflect these through my relevant User Group meeting updates.

Amrum in Second Life

Amrum; Inara Pey, April 2019, on FlickrAmrum – click any image for full size

In March, Shakespeare suggested we visit Amrum, a Homestead region designed by Sunrise Avalanche and Jacky Macpherson. Things being what they were at the time, it took us a couple of weekend to get there – but the visit proved more than worthwhile.

An adult-rated region, this is a place where D/s might be found – although from appearances any such activities are confined to the buildings within the region, so those wandering outside shouldn’t be confronted with more than the occasional flash of nudity. The About Land description is certainly inviting enough:

A peaceful place to relax, to sit on the shore, to meditate, to give space to the thoughts, to gallop on the beach, to listen to the waves. 

Amrum; Inara Pey, April 2019, on FlickrAmrum

In fact, such is the greeting, when returning to take photos, I opted to do just what it suggested: take my horse for a gallop along the beach!

And beach is very much the focus of this region, which presents itself as a low-lying sandy island against which the surf breaks and much of the sand is held in place by scrub grass and stunted trees. Given the German origins for the region, I imagined it might be a smaller island among the North Frisian Islands or perhaps the neighbouring Wadden Sea islands of Denmark.

Three buildings can be found on the uplands of the lands – low hills that march from north to south along the eastern side of the region to form a low spine. These buildings comprise two wooden cabins and a more substantial ranch-style single-storey house to the north. All three look across the western sands and beach, while behind them, the land drops quickly but gently to the eastern shore, a curving shoulder of rock sitting between the sea and the ranch-style house.

Amrum; Inara Pey, April 2019, on FlickrAmrum

With a sailing boat sitting just off-shore to the west, the entire island has the feel of being a holiday retreat for those who can reach it – although, as noted above, a more accurate description might be a private offshore community setting for like-minded individuals. Each of the buildings is delicately furnished, with – by-and-large few of the trappings that might be associated with a D/s / BDSM location; only the pictures on the walls offer a clear indication of the underlying theme.

Out on the beach there is a party / dance deck and numerous places to sit and cuddle while sheep and horses graze on the scrub grass and seagulls wheel overhead. There are a few items indoors and out that are gently floating off the floor or the deck and sand that can be a little disconcerting when first seen, but nothing that really spoils the overall look and feel of the setting.

Amrum; Inara Pey, April 2019, on FlickrAmrum

Photogenic under both the default windlight supplied as a part of the setting, or with also whatever you prefer to apply, Amrum is a simple, elegant setting welcoming to visitors and easy to explore and appreciate.

SLurl Details

  • Amrum (Amazonia, rated: Adult)

2019 viewer release summaries week #14

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

Updates for the week ending Sunday, April 7th

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 version 6.1.1.525446, formerly the Love Me Render RC viewer, dated March 26th, promoted April 2nd NEW.
  • Release channel cohorts:
    • Estate Access Management (EAM) RC viewer updated to version 6.2.0.525891 on April 4th.
    • EEP RC viewer updated to version 6.2.0.525808 on April 1st.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V5/V6-style

  • No updates.

V1-style

Mobile / Other Clients

Additional TPV Resources

Related Links

Art and motion at La Maison d’Aneli in Second Life

La Maison d’Aneli: Calypso Applewhyte

La Maison d’Aneli, curated by Aneli Abeyante, has opened the doors to its April 2019 ensemble exhibition, and once again brings together the work of several artists to offer a rich mix of art and artistic expression, featuring 2D and 3D art and a marvellous journey into machinima.

This exhibition starts at the gallery’s ground level, with a most unusual motor show by Willem Koba, which juxtapositions a shiny, pristine parking garage with SL cars and vehicles that have, to put it mildly, seen better days. I’m not sure of the purpose of this element of the exhibition, but it does make an interesting and unusual gateway to the teleport up to the gallery proper.

La Maison d’Aneli: Magda Schmidtzau

It is here that the rest of the artists within the exhibition display their work. Calypso Applewhyte and Magda Schmidtzau between them present two very different, yet at the same time somewhat reflective of one another.  Magda – or Maddy – has the more extensive portfolio of the two on display, and it demonstrates the breadth of her avatar work, from portraiture, through nudes and fantasy to richly artistic pieces.

Located on he upper floor of the gallery, Calypso – or Caly – offers a more focused selection of work, which leans into fantasy and science fiction elements. Like Maddy’s selection there is a mix of colour and monochrome to the set, but I admit that – as much as I admire Maddy’s work – I was drawn more to Caly’s exhibition, simply because of its captivating “minimalism”. This can be seen in both the images and in the use of the display space around them. This latter point in particular allows the eye to more readily focus on each piece individually, without the distraction of neighbouring works intruding into the eye and mind. This minimalism also presents a rich vein of narrative within each piece, which for me is fabulously exemplified in the wonderful Ma tristesse, seen at the top of this article.

La Maison d’Aneli: RazorZ

Also split between the gallery’s upper are lower floors are RazorZ and Bachi Cheng – both of whose art I don’t believe I’ve previously encountered in Second Life. RazorZ’s digital work is presented in both 2D and 3D, and is a glorious use of shape, colour and form; his sculptures wonderfully alive and vibrant, while his (apparently physical world) photographs are given a marvellous digital  / alien life through the use of colour filtering / layering.

Bachi also presents some of her physical world art on the upper level of the gallery. These are raw, intense and emotive drawings, with Bachi noting, “I love to paint Moments. Moments of life, Moments of Love, Moments so deep that you never want to forget them, Moments at the edge of orgasm or despair, just life; like we ought to live it, plainly.”

La Maison d’Aneli: Bachi Cheng

Rounding-out the exhibition is a display of Aneli’s own 2D and 3D art, and a joint presentation by Iono Allen and Theda Tammas.

The majority of Aneli’s pieces are beautifully animated and make use of geometric expression to captivate the eye. Colour and monochrome, these are pieces that tend to draw the eye into them, casting an almost hypnotic calming influence through their gentle motion.

La Maison d’Aneli: Aneli Abeyante

Iono and Theda present Samuari, a machinima short film, reached via a walk along an avenue of Torii gates set within a midnight landscape. Filmed by Iona, it utilises elements of Theda’s art (and Theda herself), within an  extraordinary piece, worthy of the best of classical Japanese film-making. The story unfolds entirely visually and sans dialogue, supported only by the use of sounds and music. It is a film that, frankly, should not be missed.

SLurl Details

VWBPE 2019: Patch and Grumpity Linden

via vwbpe.org

On Thursday, April 4th, 2019, a public Above the Book events was held at the VWBPE 2019 event featuring Grumpity and Patch Linden, who answered questions about the platform and Linden Lab. The following is a summary of the broader points raised during the session, with the full video also embedded at the end.

A general Q&A session from the audience was held

Grumpity Linden

Grumpity Linden – Director of Product for Second Life

Grumpity originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab, and she was initially involved in the development and viewer 2 (as designed by 80/20 Studio).

She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Patch Linden –  Senior Director of Product Operations at Linden Lab

Patch Linden

Patch originally a Second Life resident, he joined linden Lab in 2007, after being invited to apply to the company as a result of his work as a community leader and mentor from 2004 through until the invitation was extended.

His role also encompasses Sansar, as he manages the respective support teams for both platforms. In this regard, he recently established a support centre in Atlanta, Georgia. For Second Life, his work also involves overseeing the content development teams, the Mainland Land Team, the Linden Department of Public Works – LDPW, aka The Moles, and managing the account support team.

Status Update

  • A lot of focus is on infrastructure work; making SL more performant for those in-world, and on moving Second Life services to the cloud.
    • The latter is especially time-consuming and difficult, as it requires moving services over without disturbing the way things are currently set-up.
    • As has been previously stated in public forums, there are currently no projections on whether this will lead to any reduction in region costs.
    • Currently, this work is taking a lot of resources in terms of staff, time and effort.
    • Overall, it is hoped the move will result in LL being more operationally streamlined and cost-effective, however, this could take time (a few years?) to achieve.
  • Feature work has obviously included:
    • The recent release of Animesh.
    • The continuing work to fully deploy the Environment Enhancement Project (EEP) that will replace the current windlight settings for controlling the appearance of the environment.
    • The continuing work to deploy Bakes On Mesh (BoM), that will allow system layers (skins / clothing) to be directly applied to worn mesh items.
    • The new Estate Access Management (EAM) capabilities (see the Alternate Viewers wiki page for the latest EAM RC viewer).
    • See my Content Creation User Group summaries for information on Animesh, EEP and BoM.
The Estate Access Management update sees significant changes to the region access controls in the viewer
  • The work on a mobile solution (iOS) for accessing Second Life is continuing.
    • This will initially be text-based.
    • Should be able to take advantage of the naked accessibility options available in iOS.
    • Won’t be available for some time yet.
    • iOS was selected because there are already popular Android solutions (notably Lumiya and Mobile Grid Client – there is also MetaChat for iOS).
    • An official Android client will follow, however.
  • Linden Homes are progressing (there will likely be another preview at SL16B).
    • Work is progressing on the new continent; this will be more organic and natural than the old Linden Homes mini-continents, and will be water / air navigable.
  • There has been the re-vamp and re-launch of Linden Realms.

What Audience Does Linden Lab Try to Address with Features?

  • Everyone who uses the platform.
  • The roadmap is designed so the Lab spends time on features for home / land owners, features for content creators, features for new users, features for consumers, features for Premium members, etc.
  • Communities in SL tend to use the platform in a wide variety of ways and continue to surprise LL in how they use the platform. Thus, the Lab try to plan development of SL with as many communities as possible in mind.
  • For the education sector, a lot of work has been put into the RegAPI / Gateway programme to allow educational institutions to bring students directly into their in-world environments, and even brand user accounts specifically to their own institution.
  • Accessibility is always foremost in the Lab’s thoughts.
    • This can in part be addressed by communities themselves in how they take the RegAPI to build their registration process, and gear their gateways.
    • Accessibility options within the viewer are harder to build, due to the nature of the viewer, although some capabilities are presented through third-party viewers  – Radegast being the most obvious (although currently stalled in development).
  • When considering features and updates, backwards compatibility is also foremost in the Lab’s thinking, both because of content available in-world that may be in use, but no longer actively maintained / updated, and because users have become reliant on specific capabilities / content.
    • This isn’t always possible, simply due to the age of SL.

In Brief

  • SL Search: there is a project on the roadmap (yet to be started) to overhaul SL search. It’s too early to discuss specific changes, but Search is complex, and a similar project performed with Marketplace Search took far longer than anticipated, although it yielded positive results.
  • Age Restrictions and Mobile: it is not anticipated that the arrival of an official mobile app for SL will change the current age range access restrictions (just as it hasn’t for the current mobile apps). Any changes in age related access will be a policy change, not the result of any specific technology change.
  • LEA and Art: the LEA is on hiatus and being restructured, and LL are in conversation with the LEA committee and others for the arts community about ideas for moving things forward.

 

KSAA Music Commune in Second Life

KSAA Music Commune; Inara Pey, April 2019, on FlickrKSAA Music Commune – click any image for full size

Located on the Homestead of Imagine Hall, the KSAA Music Commune is a curious region design, developed by a group of Japanese users to – as the name implies – promote their local music.

I say curious, because the overall design is a highly eclectic mix of elements with no discernible theme, but which somehow come together and work in a manner that – whether or not you attend any events there – presents itself as a photogenic environment that might best be described as, “rural shabby”.

KSAA Music Commune; Inara Pey, April 2019, on FlickrKSAA Music Commune

I will start by offering a word of caution: be sure not to step back from the landing point on arrival. It’s tempting to do so, as you land at the foot of a step ladder, but the landing point is actually on the lip of a drop of around 4-5 metres, which can lead to a little confusion as stepping back can have you suddenly dropping / sliding downwards amidst a sea of grey as textures load and render…

The landing point is located on the region’s uplands on its west side. These form a shoe-like oval of grass and tree-topped rock that drops sharply down to the coast on the wets side, and fall in a long, graceful slope eastwards on the other, the grass slope forming a natural pasture / paddock.

KSAA Music Commune; Inara Pey, April 2019, on FlickrKSAA Music Commune

It is possible to walk down this slope from the landing point – but for those who need a faster form of transport, there is a zip line awaiting passengers. This will drop people towards the bottom of the sloping paddock, just before it steps down to a sandy headland marked by a junk yard and aged and deserted big top tent. The junk yard is a haven of mess and oddities, with the wrecks of old cars, the remnants of an auto repair shop, and old furniture mixing it up with children’s toys, bric-a-brac and – indoors – computer hardware belonging to a Steam gaming enthusiast.

The upland area of the island is encircled by a railway track / grass path / dirt track which starts and ends at the sandy headland. Follow it south and west, and the railway tracks will take you over a narrow shelf of grass and rock and across a couple of usual bridges to the western end of the island, directly under the high peak. Here the grass path takes over briefly, offering the way to the dirt road, and a little farm sitting in the lee of the cliffs, shaded by cherry blossom trees.

KSAA Music Commune; Inara Pey, April 2019, on FlickrKSAA Music Commune

Curling around to the north side of the island, the dusty road points visitors to a fork where they can either opt to turn off the road and enjoy the waterside view offered by a shanty bar (pedalo boats available from the rickety pier) and the small beach just past it. If preferred, visitors can continue up a tight, steep slope to arrive at the island’s main music venue, perched under a large water tower and overlooking the beach alongside the shanty bar. This is again an eclectic space, the dance area before the DJ’s “booth” largely taken up by a paddling pool. Beyond this, the road dips back down between dry stone walls to return to the junk yard.

There are various places to sit within the region, and plenty to attract the camera, although it is also true that perhaps a little more attention to detail is required; there are a fair few items floating serenely above the ground or over tables and desks and benches that can have one grumbling and / or grateful for the object derender button.

KSAA Music Commune; Inara Pey, April 2019, on FlickrKSAA Music Commune

I also can’t speak to the frequency of events in the region  – a second dance area can be found at the back of the junk yard – there were no in-world schedule boards apparent during our visit, and Group notices are in Japanese. However, there are Soundcloud links in the Profiles of some of the team responsible for the region, which may give a hint to the types of music played here. There is also a Flickr group for anyone who feels like contributing their photos.

SLurl Details