Of Gingerbread and the Woodies in Second Life

Gingerbread and the Woodies, December 2024 – click any image for full size

Gingerbread and the Woodies is the title Alpha Auer has given to her 2024 seasonal design for her Alphatribe Island. Alpha describes it as a “sort of” continuation of her Ragville – but if you didn’t see (or don’t recall) that work, have no fear: Gingerbread and the Woodies stands on its own two feet as a delightful place to visit.

Alpha notes that the installation is made possible through the support of Olympes Rhode – so to her also go thanks for making the setting possible. Alpha goes on to note that the setting is best seen using the supplied Shared Environment, Draw Distance set to 256 metres and that shadows are enabled in the viewer.

Gingerbread and the Woodies, December 2024

While I’d certainly agree that shadows and the Shared Environment are a must, I’d very politely disagree over the need to set Draw Distance to 256 metres; while the region has clearly been optimised to help boost performance, should you have a system that might get a little grumpy with things like frame rates at so high a setting, I’d suggest going for whatever your system can comfortably manage, rather than feeling you cannot visit on account of that setting.

Given Gingerbread and the Woodies is a seasonal setting, it should come as no surprise that it is a snowy location; possibly somewhere in the far north, or at least where the temperature is such that the trees have their trunks coated in frost, and the waters seem particularly cold.

Gingerbread and the Woodies, December 2024

The Woodies of the title are the local inhabitants of the land; they live in gingerbread and cookie homes – some of which are quite grand – and share the landscape with the local wildlife. They appear to be a hardy folk; despite the cold look of the sea, some have just returned from a voyage to collect more seasonal things to put out around their houses or perhaps with which to dress their gingerbread trees.

If any of the goods on the boat are to be sold, then the local market is likely where they’ll be headed; here to join all the pastries, cakes, wreaths and other goodies. And should you feel particularly taken by some of the offerings within the market – you can buy them as well; even Alpha’s raccoons, bears, squirrels and owls are available to be purchased and taken home!

Gingerbread and the Woodies, December 2024

The houses and Woodies are scattered through the setting so exploring is a must in order to see everything. Alpha suggests leaving the Sun as is within the environment settings, but I confess that for some photos here and when filming, I did move it a little.

There are some good opportunities for photography with the Woodies  (they’re very friendly in this regard!), with Santa and a couple of his little helpers ready to pose with you. Rezzing is open for those wishing to use props – but while Auto Return is set (60 minutes), please remember to pick up after, rather then leaving them to be returned.

Gingerbread and the Woodies, December 2024

But really, this is a setting not so much for describing, but enjoying.  As noted, the region is nicely optimised, so hopefully most folk can follow Alpha’s recommendations for viewing the setting when visiting. However, and as I also hinted at above, I did take the liberty of doing some filming whilst visiting – more of an entirely unofficial “teaser”, if you will.; I hope it encourages you to pay Gingerbread and the Woodies a visit!

Enjoy!

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Bay City 2024 Christmas Tree Lighting fund-raiser in Second Life

Bay City Fairgrounds: Bay City Tree Lighting, December 1st, 2024

On Sunday, December 1st, 2024, Bay City will once again be hosting their annual Christmas Tree Lighting and fund-raising event. With it comes an opportunity to support Child’s Play Charity, a 501c3 non-profit organisation offering on-line communities such as the Bay City Alliance the ability to help seriously ill children around the globe during their hospital stays via the purchase and donation of games and gaming equipment.

Activities will commence at 13:00 SLT and run through until 16:00 SLT, taking place at the Bay City fairgrounds. On offer will be:

  • Live entertainment by performers Coralie and Maximillion Kleene, and music by DJ GoSpeed Racer.
  • A skating party around the base of the tree.
  • The tree lighting itself.
  • Refreshments and fun.

Funds will be raised via a silent auction that will run through until the close of the event. On offer is an impressive range of items kindly donated by designers and creators from across Second Life, Lusch Motors, FAYDED, Shergood Aviation, Buzzbox Munroe, ThomasHooker, Revna Macabre/Seydr, The Mesh Shop, C.H.C (Cindy Henusaki Custom Cars), Cica Ghost, GenusProject, Javatar Mocha, Eleanor8, Owl Dragonash, Pagan Lane, Madpea, Hollow Family Industries, Starla Mainlande, Trinity Yazimoto, OldManChristmas, and Rob Fossett. Bids are made via vendor, and  should your bid be exceeded by another, your Linden dollars will be automatically refunded. You can, of course, increase your bid if you wish. Items will be awarded to the highest bid when the auction closes.

In addition, donation kiosks are be provided in the Fairgrounds for those who would like to support Child’s Play without participating in the auction.

Bay City Fairgrounds: Bay City Tree Lighting, December 1st, 2024

About Bay City and the Bay City Alliance

Bay City is a mainland community, developed by Linden Lab™ and home to the Bay City Alliance. The Bay City Alliance was founded in 2008 to promote the Bay City regions of Second Life and provide a venue for Bay City Residents and other interested parties to socialize and network. It is now the largest Bay city group, and home to most Residents of Bay City. To find out more, contact Marianne McCann in-world.

Bay City and the Bay City Alliance and Child’s Play

Bay City and the Bay City Alliance have a long history of fund-raising for Child’s Play, and in 2016, they received special recognition by the charity, being awarded Silver Level sponsor on the Child’s Play’s website.

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Cica’s Snowflakes in Second Life

Cica Ghost: Snowflakes, November 2024

Cica Ghost is back with a wintertime setting to see out 2024 with Snowflakes, and in doing so, offers us a little insight into the fact that even snow monsters appreciate a little warmth on cold winter nights when the stars shine brightly.

In a darkened world where hills rise like comical bumps a cartoon character might suffer after taking a bop to the head, birch tress point boughs bereft of leaves towards the nigh sky, as if trying to to pull down the blanket of stars to wrap around themselves and stave off the cold. All around, snowflakes drift towards the ground to join their siblings already there.

Cica Ghost: Snowflakes, November 2024

Night-time can be one of the most magical times to witness gently falling snow when the wind is calm and the air is fresh; there can be a wonderful sense of mystery, particularly when walking through wooded land  – and believe me, as one who has partaken of late evening walks through the park adjoining my home, walking under naked tress and over the bridges panning the local stream, I speak from experience!

But here, among these trees, are other wonders to be found. This is because, with the Sun long set and darkness all around, the local snow monsters have come out. Although in fairness, “monster” here is more due to a matter of their scale rather than any wicked intent on their part. Indeed, and as noted all they are seeking a little of the forementioned warmth – both the kind born of a warm fire and the kind from friendly companionship – or having a little fun building a snowman.

Cica Ghost: Snowflakes, November 2024

These chaps clearly mean no harm (although beware the falling snowballs near some of them!); one even looks a little looks a little unhappy and lonely on the cold night, possibly because there’s a nice little house close by (one of a number sharing the landscape) which could well be a lot warmer inside than it is outside – but he’s a little too big to get through the front door!

For those who like a little fun, there are Cica’s dances to be found and a pair of “snow rollers” to ride around on. The setting is accompanied from a quote from Lorelei Gilmore from the 8th episode of the first season of The Gilmore Girls, A show I’d never heard of until reading the quote – and subsequently finding the episode – love and War and Snow – is one of the most highly regarded of the show’s entire run. However, it expresses the mood of Cica’s Snowflakes perfectly:

Everything’s magical when it snows
Cica Ghost: Snowflakes, November 2024

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A Sweet Surrender in Second Life

Sweet Surrender, November 2024 – click any image for full size

Sweet  Surrender is a Full region held and designed by  Giulliana Dallaʂ (Giulliana Palen) and Fotis Dallas. It offers a multi-faceted location, rich with opportunities for exploration and photography, making full use of the available space to offer a little something for everyone. Whether you like tropical beaches, ancient ruins, brightly flowered gardens, hidden coves, underwater playgrounds, romantic spots, opportunities to dance or simply having somewhere to sit and talk or cuddle, then you’ll enjoy Sweet Surrender.

Sweet Surrender is a dreamy, romantic haven where love fills the air. It’s a place designed for intimate moments and magical connections. Soft lanterns cast a warm glow over cozy nooks perfect for cuddling, while a charming dance floor invites couples to sway under a canopy of twinkling stars. The gentle melodies of live acoustic music float through the night, creating an enchanting atmosphere where every glance, touch, and step feels like poetry in motion. Sweet Surrender is where hearts meet, and memories linger forever.

– Sweet Surrender About Land

Sweet Surrender, November 2024

The Landing Point sits within the north-west quarter of the region, just outside the Café de Paris. After being greeted by the local bird as he sings from a Tsukbai just outside the café, The basin looking to be employed as a means for patrons to rinse their hands after eating. From here, gravel paths offer several routes of exploration – which you take is entirely up to you.

You could for example, set out westwards to where the local lighthouse serves as a little store for Giulliana’s products whilst offering a lookout point over the sea and the sailing ship passing by, and to the headlands sitting to the north and the south.  Between the lighthouse and each are, respectively, a shingle cove and the region’s tropical beach. However, the beach cove is only one of two to be found to the south; the second, and smaller of the two home to one of the region’s romantic / cosy locations.

Sweet Surrender, November 2024

The beach is accessible from the path running to the lighthouse and from a second path as it runs south to loop around a rocky hill topped by some of the ruins scattered throughout the setting. From here it is possible to reach the smaller cove mentioned above and also climb up along the top of the southern headland to reach another retreat, this one with a shine alongside it.

This loop of path also give access to another elevated lookout point, this with a southern beach below it. In forming its loop, the path also passes by one of the setting’s inland bodies of water. Another such body sits at the northern end of the region the broadest point of a spine of rock rising to run north from just behind the Café de Paris. This second body of water, fed by waterfalls, offers a place to dance or to sit on the deck of an overlook, a little camp site below.

Sweet Surrender, November 2024

A stream cuts the region in two from north to south, two bridges spanning it, one towards the middle of the region, the other crossing the gorge formed by the upland in part occupied by the dance area and waterfalls, and a large cabin presenting another retreat. A path runs running down the east side of this plateau to another shingle beach.

Is is on this eastern side of the setting that the region’s third inland body of water can be found, imaginatively formed by water piped through an old grand piano. Gravel paths wander over the grass and flowers and under the trees here, as with the western side of the region; and like that side of the setting, they lead visitors to the many attractions to be found here.

Sweet Surrender, November 2024

I’m not going to describe all that lies here – better for visitors to discover; What I will say that within this part of the region is an event space which – I think – will be the venue for music events within the region, starting on Friday, November 29th, and thereafter on the second Friday of each month; those who don’t feel like walking can take a horse if they wish. I’ll also say that the underwater element to the setting can be found to the north as well – look for the the arch under the stone and Poseidon standing guard.

With greenhouses covering dance floor, grottos hiding places to pass the time or dance, many places to sit with friends or a loved one, the aforementioned ancient ruins to explore, Sweet Surrender offers much for romantics and explorers alike – and with winter drawing in for those of us in the northern hemisphere, it offers and engaging summertime visit.

Sweet Surrender, November 2024

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We Orange the World 2024, in Second Life

We Orange the World 2024: Debra Katz

Monday, November 25th, 2024 saw the opening of the 2024 edition of We Orange The World, hosted by the Artsville Galleries and Community, and organised by Jerzzie Reece-Redstar. Featuring the work of 24 women from across Second Life, the exhibition is now in its 4th year, and is intended to run alongside the United Nations Women’s 16 Days of Activism Against Gender-Based Violence, which runs annually from November 25th through to December 10th inclusive.

According to the  UN Office on Drugs and Crime (UNODC), violence against women  – notably femicide, the intentional murder of a woman or girl purely on the basis of her gender – is on the rise globally. In 2023 alone, the UNODC produced data which showed that every ten minutes through the year, a woman or girl was murdered by their partner or a member of their family, and one in four adolescent girls was abused by a family member. Nor is the violence restricted to physical abuse: psychological violence is a very genuine thing – one that can extend into virtual spaces as well, thus adding a further layer of relevance to We Orange the World.

We Orange the World 2024

The United Nations Women’s 16 Days of Activism Against Gender-Based Violence was initiated in 1991 at the inauguration of the Women’s Global Leadership Institute, in an attempt to reverse the use of violence against women. It is used as a nexus strategy by individuals and organisations around the world to call for the prevention and elimination of violence against women and girls. Initially a civil society initiative, the campaign has – since 2008 – been supported by the UNiTE campaign,  which runs parallel events with the aim of ending violence against women by 2030.

Within We Orange the World, now in its fourth year, artists have been invited to submit 2D and / or 3D art related to the general theme of the beauty and empowerment of women around the world. Entrants were asked to keep pieces positive, uplifting and empowering rather than negative in nature, otherwise subject matter and presentation were left up to the artists.

We Orange the World 2024

Participating artists for 2023 include: Blip Mumfuzz, Gwyn Evergarden, Duna Gant, Raven Arcana, Carelyna, Ilyra Chardin, Mareea Farrasco,  Dido Haas, Margo Hollak, Jaminda Moon, Selen Minotaur, Rhiana Rhiano, Sina Souza, Lori Bailey, Cana Restless, Masggie Runo, Marvayu Anante, Jerzzie Reece, Maloe Vasant, Scylla Rhiadra, Redi Bixchin, Tess Carfagno, Lizzy Swordthain, and Debra Kaz.

The exhibition area follows the same format as recent years: a central outdoor art display around the main event space as it sits under an appropriately orange sky (the use of orange and black through the setting, with other colours gently intruding, is striking in and of itself). This area hosts individual pieces by the majority of the artists as well as offering gifts to visitors.

We Orange the World 2024: Selen Minotaur

On the four cardinal point of the event / exhibition space, are are four indoor exhibition halls, each dedicated to larger exhibitions by Debra Katz, Selen Minotaur, Tess Carfagno and Ilyra Chardin; with Debra, Selen and Ilyra mixing 2D and 3D pieces in their installations. Finally, the four corners of the event area offer places of reflection, contemplation, music and remembrance.

We Orange the World traditionally includes daily events; unfortunately, no details beyond the first two days were passed to me in the invitation folder I received, and I didn’t find any information at the event itself. It is entirely possible such information is available of the event’s Facebook page, so if you have an account there (I don’t, so cannot confirm) do hop over and take a look for yourself there, just in case.

We Orange the World, 2024

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2024 SL SUG meetings week #48 summary

Les Bean at the Salty C, September 2024 – blog post

The following notes were taken from the Tuesday, November 26th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from the chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

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

Simulator Deployments

  • On Tuesday, November 26th, 2024, the simulators on the Main SLS channel were restarted without no updates.
  • On Wednesday, November 27th:
    • An updated version of the Barbecue simulator update should be deployed to the BlueSteel RC. This includes: support for “alpha-gamma” which will allow an object owner to adjust some of the PBR alpha values that were impacting legacy things like hair; llSetAgentRot; a new warning on receiving direct IMs from Scripted Agents (“registered” bots). Rider describes this as “Bot confessions”: with IM sessions with bots there will be a warning sent to the receiver that they are having a conversation with a bot. Also, for viewer developers, there will be a bit of metadata attached to the IM_NOTHING_SPECIAL that indicates the sender is a bot.
    • The remaining RC channels will be restarted.

Apple Cobbler Update

Currently in testing on Aditi ( regions of Mauve and Jigglypuff for those wishing to test), and includes:

  • llTransferOwnership which enables a prim give itself to a new user (subject to owner permissions already set).
  • An extended llGiveInventory to allow for a destination folder (system folders + RLV/a) to be specified as well (+ the use of a parameter list, so further options can be added in the future).
  • llMapBeacon – like llMapDestination, but a) does not necessarily open the map window; b) can optionally open the map, with or without focus. This will also require a viewer update.
  • A new function for detecting attachments. If it is running with an experience it will be able to detect HUDs that also have scripts with the same experience (e.g. to ensure the correct HUDs are being used – this will not allow anyone to script to find out all the HUDs someone is using).

SL Viewer Updates

No updates with the current official viewers:

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

In Brief

Please refer to the video below for the following:

  • There appear to still be issues around the llTransferOwnership function, which is available for testing on Aditi. See: llTransferOwnership() returns -6 when flag 0x4 is used inside a full-perm-for-owner object.
  • A request to fix the long-standing (18 years!) to fix the issue of Modify becoming No Modify on being taken back to inventory if they have a things like No Mod script in their contents (the script should maintain its no Mod permissions, and the object should retain its Modify permission and not inherit No Mod from the script, etc.) as part of the work in tweaking permissions for llTransferOwnership() was seen as “out of scope” for this work.
  • A discussion relating to sitting height and a possible change in behaviour resulting from the fix for the recent “hovering on logging-in” issue affecting system shoe height adjustments (and whether the mentioned sitting issue is  / is no a bug) – see Sitting height is now affected by system shoes.
  • A further discussion on region crossing and attachments and potential issues.
  • Further discussion around people being able to opt-out of the extended llGiveAgentInventory() capabilities so as to avoid things being dropped “anywhere” in their inventory.
    • This saw a re-hash of the idea that all items – whether received via the Marketplace, of in-world transfer, should go to a single, dedicated system folder clearly named, and then to sub-folders within it (e.g. “From Marketplace” and “In world”).
    • The above would help prevent a lot of confusion for newer users, as everything then receive goes into *one* system folder and they can find it). I would also allow users to retain better control over their inventories in terms of where items received finish up. However, it risks breaking functionality such as #RLV (which is in the process of being adopted by LL for their viewer).
    • The discussion also included a request that users be given an override to llGiveAgentInventory(), so that they can set the destination folder on being offered the item(s).

 

† 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.