Second Life Combat User Group: February 8th, 2024 summary

Credit: Rider Linden

The following notes were taken from the Thursday, February 8th, 2024 Combat User Group meeting (also referred to as the Combat Committee User Group or CCUG, an abbreviation also used by the Content Creation User Group, and which I’ll not be using in these summaries to reduce the risk of confusion between the two). They form a summary of the items discussed, and are not intended to be a full transcript.

Meeting Overview

  • The Combat User Group exists as a forum to discuss improvements to the Linden Lab Combat System or LLCS to better support combat in Second Life.
  • The meetings are the result of a proposal document on improving the native damage system in SL, written by Rider Linden, and which is the focus for both the meeting and any work arising from them.
  • These meetings are conducted (as a rule):
    • By Rider Linden, with the support of Kyle Linden.
    • On alternating Thursdays (rotating with the Content Creation User Group) at 13:00 SLT. Meeting dates are recorded in the Second Life Public Calendar.
    • Initially in text, although voice might be included in the future depending on feedback from those attending.
    • At this location.
  • Additional details are available via the SL wiki.

Proposal Responses

  • Rider’s proposal has received broadly favourable feedback, particularly the following:
    • The new region / parcel additions (Damage Limit, Regeneration Speed, consequence of death (e.g. teleport victim home as per current LLCS or to a telehub  / landing point or take no action).
    • The proposed new on_damage event (and notably the damage adjustment capability to account for intervening elements which may result in less severe damage being caused).
    • The new Region Combat Event Log (details still to be finalised).
  • The idea of having region / parcel controls that specifically relate to damage, spawn points, etc.,  were welcomed as they are seen as both allowing core combat elements to be more effectively curated and managed by those managing the region / parcel(s) where the combat is taking place, whilst the LSL events allow the maximum in flexibility for specific purposes.
    • This is seen as important, as it allows weapons creators to continue to choose how they wish to script the operation and capabilities of their weapons whilst allow combat operators precise what those weapons can do in terms of damage, etc.,  within their combat environments, rather than having to rely solely on the scripting within the weapon (or the combat system for which it has been developed).
  • Rider noted that:
    • Accessing and modifying the new region / parcel combat controls might be provided through llGetEnv.
    • The on_damage event is likely to be a difficult element of work, as it marks the first time an event only triggers after it has fired in all relevant scripts.

Comments and Requests

  • There as some difference in opinion in how much control should be exposed through the simulator, with some noting that implementing too many “combat rules” at the region / parcel level could prove counter-productive and restrictive if used to try to limit “cheating”, particularly given many  / most combat environments have staff well versed in dealing with those trying the cheat. The countering view, as noted above was that better control at the region / parcel level potentially removed reliance of combat meter systems and the need for weapons geared for those systems.
  • Request: make the health  / regeneration capabilities accessible to LSL for setting them, rather than being simulator-side additions (thus allowing for health  / recovery pick-ups or boosts).
    • This is something that Rider hadn’t considered for the first pass of improvements, and something he might consider adding.
  • Request: add a region setting (and / or Edit / Build floater option) to check and enable avatar invulnerability when an avatar is sitting on a object such as a tank or other armoured vehicle, to eliminate the need for additional extra hitboxes using volume detect.
    • Rider noted that the proposed on_damage event would allow for this by allowing a function to be called to distribute a defined amount of damage (e.g. none) to the vehicle sitters. This would not only neutralise damage being passed on for armoured vehicles, it could be used to increase the amount of damage passed on (e.g. as a result of the vehicle “exploding”).
    • He further noted that an upcoming feature (contained within the Hearts & Flowers simulator maintenance update to let a scripter set a flag on a seat to make the avatar non-collide, which will also play into this as well.
  • Request:  allow all the combat stuff to run even on non-damage land (but without TPing people home), to assist weapons / meter developers test their systems even if their in-world workspace is on a No Damage region.
    • This is unlikely to happen, as it opens the door to potential griefing within No Damage regions.
  • Request: allow alterations to avatar speed (e.g. limiting the avatar to walking pace if carrying a heavy / unwieldy weapon), perhaps linked to scripts in the item itself, tied to an experience.
    • Rider noted that avatar speed is something he would like to address at some point; however, it was left out of the current proposal so that it could remain focused on managing damage.
  • Request: allow manual / custom spawn points rather than teleporting the “dead” home  /forcing people to reset that Home Position so as to remain in the combat region.
    • It was pointed out the proposal already has this in the ability to set teleport hubs / landing points – although how this might be managed so that opposing combatants are sent only to their own side’s spawn point might be open to question, unless they are defined by specific group or similar.
    • As an alternative, the suggestion was made to allow a scripted “respawn” prim, which when touched by an avatar automatically set their spawn point it to wherever the prim is located (thus allowing opposing sides to have their own spawn points, which could then be easily relocated as required. This is something Rider indicated he would add to the proposal.
    • It was also suggested that “killed” avatars should have some form of animation triggered on dying, rather than simply being teleported to a spawn point; a) Rider pointed out this is possible in the proposal; b) the suggestion resulted in a slightly off-tangent discussion over how such animations should be implemented.
  • Request: block the use of Mouselook (unclear why) – forcing visual parameters on users is not a popular idea within LL, as it could potentially impact ease of access to the platform for some.
  • Request: allow llGetHealth(key id) for anyone in the region, so you aren’t wasting a charge on someone who’s already at full health. Rider agreed this would be a good addition.
  • Request: allow a damage fall-off for weapons )e.g. a pistol’s ability to inflict damage would drop off over distance more than that of a rifle, while a long-range weapon (sniper rifle, for example) should have very little drop-off over distance.
    • One idea for this has already been written-up in the forum thread for the proposal.
  •  Request: make the combat log readable in real-time via a chat channel, to help deal with issues around people trying to cheat or review disputes. This is actually Rider’s plan for implementing the log, as well as having it recorded.
  • Request: have to combat log automate some of the administration concerns (e.g. someone using a scripted means of “fast healing” or using a weapon that is inflicting unfair damage) and have it alert region / combat admins  and/or force a re-spawn for the offending avatar, rather than waiting for human intervention based on reading the log.
    • Rider felt this is better dealt with via specific scripting, as it would be very hard to determine if someone is actually “cheating” in an given situation. Plus scripting would allow greater use-case refinements than a simulator-side set of parameters.
  • Request: to have something like “llVisualizeRay”, which allows a scripter to define a ribbon particle that traces along raycasts from a raycast weapon as visual “projectiles”, so the weapon does not need to rez actual projectiles – Rider asked that this be submitted in a detailed Canny feature request.
  • There were various thread going on through the meeting discussing armour and armour systems (such as LBA), damage calculations, etc. However, these were primarily being attendees at the meeting, rather than comments or requests directed at Rider Linden for consideration, as so fall outside the scope of these notes.

2024 SL SUG meetings week #6 summary

The Forgotten, January 2024 – blog post

The following notes were taken from the Tuesday, February 6th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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):
  • They 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

Viewer Updates

No changes at the start of the week, leaving the list of official viewers as:

  • Release viewer: version 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8, 2024 – numerous bug fixes and improvements – No Change.
  • Release channel cohorts:.
    • Maintenance-W RC viewer, version 7.1.3.7701974306, January 31, 2024 – bug and crash fixes.
    • Emoji RC viewer, version 7.1.3.7453691714, January 22, 2024.
    • glTF PBR Materials Maintenance-2 RC viewer, version 7.1.3.7467259489, issued January 12, 2024.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y RC, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
  • Project viewers:

Reminders

Jira End-of-Road

New Combat User Group

  • The first meeting of the Combat Committee User Group will be held on Thursday, February 8th, at 13:00 SLT, and so will be alternating with the Content Creation User Group.
  • The venue for the meetings will be:  Longfellow/142/255/30
  • The initial format for the meetings will be text-only, but this may become a mix of voice / text according to attendees’ preferences.
  • Further details are available on the SL wiki, and the meeting is now on the SL Public Calendar.
  • As I’ve pointed out to Rider Linden having two alternate meetings on the same weekday at the same time called “CCUG” could cause confusion, this UG may be renamed. Apparently the leading contender as an alternative name is “Pugilist Parliament User Group” (PPUG), as the name “Pew-Pew User Group” has already been nixed internally at the Lab.

Game Controller Update

  • A new pre-release version of the game controller updates viewer being developed by Leviathan Linden can be downloaded via Github, although Leviathan is trying to get it listed on the official Alternate Viewers web page.
  • The game controller functions in this viewer will only work on the LeviathanLove, LeviathanLost and KaijuCorner regions on Aditi (the Beta grid).
  • With this update it is possible to remap the “Avatar movement actions” <–> “GameControl Input Channels” via mouse clicks, and it is possible to play with it even if there is no connected controller device. However:
    • Leviathan noted that here are some known oddities in the default mappings between the GameControl <–> Avatar movement actions, which he is hoping to fix soon.
    • If the mappings are customised, they do not currently save to settings as yet, so have to be customised again at the next log-in.
  • This sparked an on-going discussion on avatar movement options (such as having variable avatar speeds when moving  / in accordance with avatar size) which became intertwined with the discussion on animations (below).

In Brief

  • A request was made for a scripted means to sync worn Animesh animations with avatar animations.
    • This sparked a general discussion on animations + limitations of the current SL approach to handling them.
    • Whilst it was noted that there is a rising number of issues / requests related to the animation system, any work would likely be dependent on the glTF project & form a significant tranche of work in its own right.
  • The above segued into various ideas that had been raised within the (still suspended) Puppetry Project.
  • Further details in the video below.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL viewer release summaries week #5

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

Updates from the week through to Sunday, Febuary 4th, 2024

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 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8th, 2024 – numerous bug fixes and improvements – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance-W RC viewer (bug and crash fixes) updated to version 7.1.3.7701974306, January 31, 2024.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Alchemy updated to 7.1.3.2332 (Beta PBR build) on February 4th.

V1-style

  • Cool VL viewer updated to 1.32.0.8 (PBR), February 4th, 2024 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2024 week #5: SL CCUG meeting summary

Hillvale Beach, December 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, February 1st, 2024.

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with viewer development work.
  • As a rule, these meetings are:
    • Held in-world at the Hippotropolis Campsite, where it is chaired by Vir Linden, in accordance with the dates and times given in the SL Public Calendar.
    • Conducted in a mix of voice and text.
    • Open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript.

Official Viewers Status

  • The Maintenance W RC viewer – bug and crash fixes – updated to version 7.1.3.7701974306 on January 31st, January 31, 2024.

The remaining official viewers stood unchanged from the start of the week at the time of the meeting:

  • Release viewer: version 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8, 2024 – numerous bug fixes and improvements.
  • Release channel cohorts:
    • Emoji RC viewer, version 7.1.3.7453691714, January 22, 2024.
    • glTF PBR Materials Maintenance-2 RC viewer, version 7.1.3.7467259489, issued January 12, 2024.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y RC, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
  • Project viewers:

General Viewer Notes

  • The Emoji viewer is still on the path towards an RC update, and it is still hoped it will get promoted to de facto release status Soon™.

Graphics / glTF

  • The “glTF featurettes” work is progressing, with the viewer following the current glTF Maintenance-2 RC viewer set to include:
    • Geenz Linden’s work on Hero reflection probes and reflections / mirrors and Cosmic Linden’s work on applying glTF materials to terrain.
    • Updates which will allow the glTF / PBR swatch boxes in the Build / Edit floater display previews of the materials being selected, rather than grey boxes.
    • Possibly, the first series of additional glTF extensions – Index of Refraction.
    • These capabilities (together with 2K textures support – see below) will be sitting behind debug settings, and so a) will need to be enabled by those wishing to test them; b) should be understood to be incomplete features subject to update and change / possible breakage.
  • 2K Textures:
    • The Lab is starting to assess the potential to allow 2K textures within SL. Such support will require “careful assessment” in terms of VRAM footprint, the risk of out of memory crashes on older systems and the like.
    • Runitai Linden believes that if there are issues with the viewer attempting to load a full 2K texture even when it is very small (or very distant), then it is a case of making the viewer “smarter” it terms of how it handles and samples / loads textures.
    • Support for 2K textures is available for general testing on Aditi (the Beta grid) within the RumpusRoom 2048 region.
    • One identified win is seen as terrain texturing, as 2K terrain textures at the region level should not overly tax systems and eliminate the current issues of blurriness / low texel density.

Mirrors

  • Work has been continuing of late, with what is described as a “significant” increase in reflection quality, and is starting to look “correct” as well as working with PBR.
  • Further performance tuning is required, and the clipping is “off in a lot of circumstances”.
  • The focus is on presenting planar reflections (utilising a cub map generated by a “Hero” reflection probe which is selection on the basis of the avatar’s proximity to it), with Geenz Linden noting it has the potential to allow more “fancy things” down the road.
  • It was noted that the approach taken has to offer a balance between intended use (to create actual mirror surfaces) against unintended uses (such as using the mirror capability within a highly polished floor), rather than trying to enforce some nebulous rule of “this functionality is ONLY for mirrors”), as well as taking into the consideration that it needs to be relatively easy to use.

Terrain

  • Cosmic Linden has indicated that once the PBR shader, etc., is working for terrain as per her current project, consideration is being given to allowing the same terrain shader to in-world objects.
  • So, for example, a mesh tunnel might be created and placed in-world, and then the outer face of the model set to display whatever the surrounding terrain might be.

“Combat Committee”

A reminder that:

  • The first meeting of the “Combat Committee” User Group will be held on Thursday, February 8th, at 13:00 SLT, and so will be alternating with the Content Creation User Group.
  • The venue for the meetings will be:  Longfellow/142/255/30.
  • The initial format for the meetings will be text-only, but this may become a mix of voice / text according to attendees’ preferences.
  • Further details are available on the SL wiki, and the meeting is now on the SL Public Calendar.

Rider Linden acknowledged the fact that I (aka “someone”) had pointed out having two user group meetings with the same abbreviation (CCUG) alternating between the same time slot on the same weekday might be confusing for some (even if the meetings are in different locations), so the name for this meeting might be changing.

In Brief

  • The transition from Jira to Github Issues  / Canny is still in progress at LL and is taking up resources and time, hence the slow-down in some areas of work (such as RC viewer updates. As per previous reporting, the work is due to be completed by the end of February, when Jira will cease to be used.
    • The use of Canny remains a source of unhappiness among those who tend to raise bug reports, largely as a result of its limited functionality in some areas (such as no support for any other attachment type other than static images).
    • The Lab is continuing to work with the Canny development team to try to improve things.
  • As was noted in the previous CCUG meeting, the placing of incomplete features (such as the glTF terrain and mirrors functions mentioned above) behind debug settings is a part of a more general move to add features and capabilities to the viewer more iteratively, allowing individual capabilities to be added (and potentially tested on a limited basis by those interested), but only fully exposed to all users once they have been validated / have any required supporting functionality / capabilities available to them.
  • There was a general discussion on the viewer UI and how it tries to meet the needs of very different groups of users  – content creators and “general” users, and how it might be made more responsive to specific modes of use – if you are using the viewer to explore, take photos, play a game in-world, and carry out basic building / editing, etc., then the viewer can be run in a “generic” mode to do all of these things, but if precision tools are required for design and creation, then the viewer can be switched to a mode which provides more specialised options through floaters and menus.
  • The question was asked that if SL is to support the “entire” glTF specification, including animations, does this mean future support for custom skeletons, and if so what does that mean for the current animation marketplace (e.g. preventing confusion as to what will / will not run against different skeleton types).
    • Runitai Linden’s viewer was that if custom skeletons are to be supported, then it would require suitable tools which allow for animation / joint retargeting (e.g. animations made for the current Bento skeleton could be retargeted of any other given skeleton, and vice versa). However, whilst there are tools to achieve this, they would require investigation and assessment.
    • There are limitations on how far retargeting will go, however (and it will not be entirely devoid of creator intervention), so if custom skeletons were to be allowed in SL, it was noted that expectations could be in part managed by specifying with which actual skeleton(s) the offered animation / avatar, etc. has been designed to work.
  • Concern was raised as to the constraints which might be applied if SL has an open gateway to importing glTF meshes from external sources such as SketchFab, where the content may well look pretty but is hardly appropriate for real time game rendering, the view being the Land Impact alone is not going to be sufficient.
    • The view from the Lab is that there will be some form of weighting system at import, at least analogous to Land Impact, but better suited for the acceptance / rejection of content, and this will vary for different content types (e.g. glTF scenes might be assessed of number of nodes, how many bytes in the asset, how many instances of the asset, etc.).

Next Meeting

† 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL SUG meetings week #5 summary

WQNC Shrine, December 2023 – blog post

The following notes were taken from the Tuesday, January 30th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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):
  • They 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

Viewer Updates

No changes at the start of the week, leaving the list of official viewers as:

  • Release viewer: version 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8, 2024 – numerous bug fixes and improvements – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Emoji RC viewer, version 7.1.3.7453691714, January 22, 2024.
    • glTF PBR Materials Maintenance-2 RC viewer, version 7.1.3.7467259489, issued January 12, 2024.
    • Maintenance-W RC viewer, version 7.1.3.7453541295, January 9, 2024 – bug and crash fixes.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y RC, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
  • Project viewers:

Jira End-of-Road – Reminder

Combat Committee User Group

  • The first meeting of the Combat Committee User Group will be held on Thursday, February 8th, at 13:00 SLT, and so will be alternating with the Content Creation User Group.
  • The venue for the meetings will be:  Longfellow/142/255/30.
  • The initial format for the meetings will be text-only, but this may become a mix of voice / text according to attendees’ preferences.
  • Further details are available on the SL wiki, and the meeting is now on the SL Public Calendar.
  • I have pointed out to Rider Linden that having two meetings abbreviated to “CCUG” (Combat Committee and Content Creation user groups), which are held at the same time on alternating Thursdays could lead to some confusion among attendees of either, even allowing for some cross-over between the two, so the Combat Committee may yet see a change in name.

In Brief

  • A general discussion on the upcoming llGetNotecardLineSync(), including caching (both when and length of time).
  • Further (often negative) feedback on CANNY as the bug / feature release front-end, including news from Signal Linden that the Canny devs are working to take onboard issues raised with them by LL to help improved the system, some of which (such as providing a wider text input field on tickets) will be deployed in the very near future.
  •  A general discussion on a “HUDs/dialogue box 2.0 feature” to replace / improve upon the current dialogue box system and scripted HUDs. Suggestions included enabling / allowing dialogue boxes to be generated with radio buttons, dropdown boxes, and checkboxes; offering a client-side scripting capability to provide HUDs (and idea also being tossed around at recent Content Creation User Group meetings), although this got largely derailed by the hoary old (and highly subjective) “Pie Menu is better than Context Menus” debate.
  • Details of all above in the video, below.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL viewer release summaries week #4

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

Updates from the week through to Sunday, January 28th, 2024

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 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8th, 2024 – numerous bug fixes and improvements – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool VL viewer updated to 1.32.0.7 (PBR), January 27th, 2024 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links