2023 SL SUG meetings week #44 summary

Grauland, August 2023 – blog post †

The following notes were taken from the Tuesday, October 31st Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. My thanks to Yuzuru Jewell for the meeting transcript – for once, clock changes caught me off-guard, and I missed the greater part of the meeting!

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.

Server Deployments

  • No deployments for SLS Main channel, but the simhosts were restarted.
  • On Wednesday, November 1st the BlueSteel and LeTigre will receive the simulator support for PBR Materials.
    • Please remember: if you have anything that uses PBR materials and you rez that object (or wear it) on a non-PBR simulator,  the PBR Materials will be stripped from the object and forgotten.

Viewer Updates

No updates to viewers for the start of the week, leaving the official viewer pipelines as:

  • Github Actions (GHA) RC viewer, version 6.6.16.6566955269, issued October 20 (with major CEF update and number version numbering) and promoted on October 25.
  • 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:

Games Controller Update

  • Leviathan Linden is having issues getting the viewer to build for Mac.
  • He hopes to have support for arbitrary controllers before this is shippable in the viewer, Which means some way to remap keys and axes.
  • The server-side code has been largely settled for any initial release, although there are some questions about whether some LSL constant names will be added for the various buttons and axes.
  • The documentation for the Game Controller SL event can be found with the SL wiki.
  • A projects viewer is available via Github actions, but per the above, simulator support is pending the Fall Colours RC release.
  • Pending main grid availability, the simulator support is available on Aditi (the Beta grid) within the following regions: Ahern, Cloud Sandbox 3, Cloud Sandbox 4, Mesh Sandbox 2, Sandbox Wanderton, Snark, and Tyl.

SL Combat

  • Rider Linden noted that LL will likely start a “Combat Committee” in early 2024 (presumably a new User Group meeting).
  • He will endeavour to put a strawman put together in terms of what might be addressed and the broad scope of changes which could be implemented ahead of any meetings. Currently, he is investigating the number of combat systems within SL.
  • However, what his is currently considering is an “on_damage() event, which he defines thus:
On damage-enabled regions that event would be called rather than the system simply applying damage. That would allow the combat system to make modifications to the damage (e.g. fire resistance, armour, etc) That event could then apply the damage to the avatar it was attached to. My goal for this project is to provide the tools to build combat systems. Not proscribe one to fit all situations.  
  • This idea received broadly positive feedback from the combat enthusiasts attending the meeting, with the caveat that the event must be able to report any damage source, to allow for moderation where there are differences of opinion over things like hits received.
  • Further suggestions for this idea and combat in general included:
    • on_damage(): the LL damage system should work as a “fallback”,  so people don’t require an attachment.
    • on_damage(): estates should be able to configure “minimum” and “maximum” damage hit limits to prevent people trying to game things via scripted means (e.g. using a scripted attachment to prevent taking any damage at all or weapons which “instakill” all the time).
    • A further request for a capability such as BUG-6707, “[Experience Tools] Feature Request – Parcel/region setting to allow/disallow non-experience scripts”, which  – for combat regions using SL Experiences – could do much to negate scripted means of trying to “cheat” per the above bullet point.
    • An update to the the rez with parameters event to allow those engaged in combat to be able to instantly swap weapons without having to attach all the weapons they might require ahead of entered a combat game.
    • Enabling region owners to set the response to “dying” in combat (/games in general) – such as a flag which allows the “dead” to be teleported to a specific location (e.g. a specific spawn point” or the region / parcel’s landing point), together with a “respawn cooldown” period (e.g. players being respawned receive no damage for a given period of time – preventing someone just taking up shop near a respawn point and picking people off as soon as they arrive).
    • A request for a capability such as BUG-233175 “llSetAgentParams: a way to customize certain agent attributes” – this would not only have general applications (e.g. those outlined in the Jira), it might potentially allow things like the avatar hitbox to resize in accordance with the avatar size.
  • Intermixed with this was a broader discussion both related to and separate from combat in SL, including scripted object collisions (raised specifically with issues of vehicle use and region crossings / striking banlines (e.g. see BUG227303), but which can also impact combat play in SL – e.g. by shutting down worn combat meters on region crossing).
  • As Rider noted, is is still putting together a strawman specification as to what might be considered as having potential to be addressed, scope of possible changes etc., doubtless with at least some of what was discussed in the meeting feeding into it, as he continues to visit combat regions and investigate the current systems in use, etc. As such, this will likely become a more focused discussion once any such “Combat User Group” is up and running.

In Brief

  • It has been noted that on the current PBR RC viewer, texture LOD has apparently changed, breaking the majority of on prim boards at a distance over 20m, and leaving the only way to get clear text on objects such as a sports scoring board is by using individual font character text per face rather than font map/atlas. This issue appears to be awaiting a Jira.

† 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.

Artistic digital fusions in motion in Second Life

Kondor Arts Centre, November 2023: Monique Beebe – On the Move

I confess that I find myself caught in a dichotomy of viewpoints when it comes to AI art; on the one hand, there is a huge potential for using AI tools to enhance the creative process and allow the artist to produce some truly stunning and innovative art. Countering this are the twin concerns of the potential for AI tools to be terribly degenerative towards genuine artistic skills under the guise of “democratising art for all”, and the fact that very often – as with Midjourney, the current darling of art AI proponents – those behind such tools are content to raise a large middle finger towards concerns of copyright & artists’ rights as they pull “source” material from wherever they deem fit.

As a result, I’ve tended to exercise caution in reviewing exhibitions of AI art in Second Life. Not that I deem it unworthy or have doubt towards the artists concerned; rather, it is the fact that it is not always easy to identify the broader provenance for such art in terms of a potential for it to incorporate elements which might be regarded as violating the copyright of others. Fortunately, there are artists and exhibitions with SL utilising AI where the provenance for the pieces lays so clearly with the artist’s imagination and skill, they can be seen and enjoyed entirely in their own right and without the broader questions surrounding the use of AI intruding.

Kondor Arts Centre, November 2023: Monique Beebe – On the Move

Such is the case – once again – with the work of Monique Beebe, who recently opened On the Move at the recently relocated Kondor Art Centre, operated and curated by Hermes Kondor.

On the Move is not just an exhibition; it’s a leap into a new era of artistic expression. Whether you’re a connoisseur of art and technology, a futurist, or simply an admirer of the creative process, this exhibition promises to leave you spellbound and questioning the limits of human and AI collaboration. … An exhibition that pushes the boundaries of creativity through the fusion of MidJourney AI, cutting-edge Gen2 MP4 technology.

This might sound a grandiose statement as the official introduction to On the Move, but I guarantee you it is not. I’ll also guarantee that the still images provided here do not come close to the beauty and creativity found within each of the collection’s images, every one of which is imbued with a richness of motion and life founded on Monique’s own creative eye and ability to capture thought, emotion and humanity.

Kondor Arts Centre, November 2023: Monique Beebe – On the Move

As I’ve frequently noted in covering her work, Monique – or Moni to her friends – is one of the most gifted individuals to enter the Second Life art world; an artist whose expressiveness is utterly captivating and who is herself wholly captivated with the creative process. She had been active in Second Life for nigh-on a decade prior to her first public exhibition in February 2017 – an exhibition which came about thanks to the gentle and considered encouragement from Dido Haas, taking place at her Nitroglobus Roof Gallery. Avatar-centric, it was an exhibition which immediately captivated me (see: Hidden Faces in Second Life), and led me to becoming a keen follower of Moni’s work over the intervening years.

Indeed, following Moni’s evolving expressiveness, her ability to challenge herself by constantly evolving her technique and style, the manner in which she has driven headlong into a variety of creative processes – photography, art, digital recording – all the while refining her abilities and extending her craft, has for me been an utter delight. Her desire to learn, to grow her art and cultivate new skills towards that end has led to a series of exhibitions startling in their beauty and emotional content, and which just under a year ago saw her present her first exhibition utilising AI tools, also at the Kondor Art Centre (see: Monsters, Demons and Chess in Second Life).

Kondor Arts Centre, November 2023: Monique Beebe – On the Move

As per its own introduction, On the Move once again utilises AI (MidJourney), with Moni combining its algorithmic power with still images, video and animations to produce 14 looping images-in-motion; a veritable tour de force in a mastery of digital techniques and incredible expressions of beauty and artistry which transports us instantly into the worlds of Moni’s imagination and creative expressiveness.

From the simple turn of a (Tilda Swinton-esque) head and slow blink of eyes (Eyes are mirror of the soul) to the utterly enthralling Where the magic begins, these are pieces which honestly sit well above the ability of mere words to encompass. Each is a visual essay in its own right – but more to the point, it is in their motion that their emotional depth resides, each one pulling us towards its narrative and passional core; as such, they really should be seen first-hand. Further, they collectively stand as a triumphal validation of the multiple hours of learning, trial, error and perfection of technique that have enabled Moni to offer art which is both truly representative of the positive potential of AI and digital capabilities as the tools (rather than the subsummation) of genuine artistic expression and creativity.

SLurl Details

2023 SL viewer release summaries week #43

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

Updates from the week through to Sunday, October 29th, 2023

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 6.6.16.6566955269, formerly the Github Actions (GHA) RC viewer, version , issued October 20, promoted October 25 – NEW.
  • Release channel cohorts:
    • glTF / PBR Materials viewer updated to version 7.0.0.582103 on October 24.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool VL viewer updated to version 1.30.2.33 (Stable) and version 1.31.0.11 (Experimental) on October 28 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Space Sunday: Jovian Moons, and lunar aspirations

A volcanic eruption on Io, the innermost of Jupiter’s four Galilean moons, as witnessed by NASA’s Galileo spacecraft during the multi-year mission of the same name exploration the system. Credit: NASA

We’re probably all familiar with the concept of some Moons within our solar system  – notably Saturn’s Enceladus, and Jupiter’s Europa, Ganymede and Callisto – potentially being completely encompassed by a liquid water (or at least a slushy) ocean under their surfaces. But how about a moon being almost completely encompassed by an ocean of hot volcanic magma just a few kilometres under its surface?

That’s the proposal contained within a new paper written under the auspices of NASA’s Jet Propulsion Laboratory, and based on an analysis of data obtained by the Jovial Infrared Auroral Mapper (JIRAM) instrument aboard NASA’s Juno mission in reference to Io, the innermost of the four Galilean moons of Jupiter.

Of course, we’ve long known that Io, a moon slightly larger than our own, is the most volcanic place in the solar system. More than 400 active volcanoes have been identified since we first witnessed one erupting in 1979, courtesy of NASA’s by Voyager 1 in 1979, and the Juno mission has imaged no fewer than 266 actively erupting during its periodic fly-bys of Io as it studies Jupiter and its moons. The overall driving force behind these volcanoes is tidal flexing deep within Io’s core and mantle, the results of the moon being in a constant state of flux thanks to the gravitational influences of (most particularly) Jupiter to one side and the three other Galilean satellites on the other.

The comparative sizes of the Moon and Io, together with that of Earth to scale. Credit: full Moon – Gregory H. Revera; true colour image of Io – NASA/JPL; Earth: NASA / Apollo 17

However, there has always been something of a question as to how these volcanoes might – or might not – be related and directly powered. Here on Earth, volcanism usually occurs as a result of decompression melting within the asthenosphere – the upper limits of the mantle directly under the lithosphere/crust comprising solid and partially-melted rock. This gives rise to magma, which is then forced upwards through the lithosphere as localised volcanic eruptions. This was long held to be the case with Io, with scientists believing its volcanoes, like the majority on Earth, were driven by the upwelling of individual magma flows.

But during the Galileo spacecraft’s observations of Io between 1995 and 2003, the data gave tantalising hints that Io’s volcanism could be the result of a somewhat different process, but it has taken the unique capabilities of the Juno spacecraft to confirm this to be the case. By gathering extensive thermal and infrared imaging of Io’s mantle, the JIRAM instrument has been able to put together a comprehensive view of the upper layers of Io’s mantle, revealing that far from being a layer mix of solid and partially melted rock, Io’s asthenospheric region is entirely molten in nature.

In other words, lying just below Io’s lithosphere (roughly 12-40 km thick) is a moon-girdling ocean of magma, some 50 km thick, with a mean temperature of some 1,200ºC, and which powers all of Io’s active volcanoes.

The structure of Io as likely confirmed by data obtained by the JIRAM instrument aboard the Juno spacecraft. Credit: Kelvinsong

This may not sound exciting in the scheme of things, but it further demonstrates the uniqueness and complexity to be found within the Jovian system.

A further example of this can be found with Io’s big brother, Ganymede. The third of the Galilean moons in terms of distance from Jupiter, Ganymede is not only the biggest of the Galilean moons orbiting Jupiter, it is the biggest and most massive natural satellite in the solar system. In fact, if it were orbiting the Sun rather than Jupiter, it would be classified as a planet, being even larger than Mercury.

Ganymede, like its smaller siblings around Jupiter – and the rocky planets of the inner solar system – is a complex place enjoying a complicated relationship with its parent; one which shares near-similarities with Earth’s relationship to the Sun.

Much has long been known about Ganymede as a result of observations made from Earth – such as via the Hubble Space Telescope – and by the various missions which have flown past or orbited Jupiter. These have helped us confirm that Ganymede has a sufficiently warm interior to support a global liquid water ocean beneath its crust, an ocean larger by volume than all of Earth’s combined.

The comparative sizes of the Moon and Io, together with that of Earth to scale. Credit: full Moon – Gregory H. Revera; true colour image of Ganymede – NASA/JPL; Earth: NASA / Apollo 17

We’ve also been able to (largely) confirm the presence of a tenuous atmosphere of oxygen and CO2, which seems to be particularly concentrated around the northern and southern latitudes, likely constrained by the interaction between Ganymede’s weak magnetic field and the far more powerful magnetic field generated by Jupiter – the predominant O2 content of the atmosphere is thought to be the result of water vapour escaping the moon’s interior being spilt by the radiation carried down over the poles by the magnetic field interaction.

It is this interaction between radiation, magnetic fields and the surface of Ganymede which have been part of the focus of a study made of the moon using instruments on the James Webb Space Telescope (JWST), and which was recently published.

Ganymede’s surface is dominated by two types of terrain: bright, icy features with grooves, covering about two-thirds of Ganymede’s surface, and older, well-cratered and darker regions )on places scored by asteroid impacts of the moon’s more “recent” past, which could not be confused with the brighter terrain) . The two terrain types are not differentiated in terms of their location on Ganymede’s surface, they are instead intermingled, with the lighter terrain cutting swathes across the darker terrain.

Ganymede, showing its dominant types of terrain. The dark cratered regions, and the brighter, icy regions with grooved terrain. The white radial lines are the results of impacts with the moon and not directly related to the terrain types. Credit: NOAA

Some of these brighter swathes – notably those around the Polar Regions – carry strong evidence of water ice, which appears to have been exposed by (in the words of the study) “the combination of micro-meteoroid gardening, excavating the ice, and ion irradiation”.

In other words, over the millennia, dust and material has been caught within the interactions between the two magnetic fields, smashing into the moon’s surface to expose the underlying water ice, allowing it to be irradiated by plasma also carried by the inflowing magnetic field, causing some of it to escape as water vapour which has been either further irradiated and broken down (thus giving rise to the accumulation of the tenuous, O2-rich atmosphere near the surface), or re-accreting as easily-identified water ice on the surface rock.

Whilst the two magnetic fields interact around Ganymede’s poles and along the moon’s “trailing edge” as it orbits Jupiter in a very similar manner to the interaction between Earth’s magnetic field and that of the Sun over our own poles, the spectral properties seen along the moon’s ”leading edge” in its orbit suggest that there is a far more complex, and yet to be understood interaction taking place between the magnetic fields of planet and satellite. Solving this mystery might require time – and some assistance in the form of the European Space Agency’s Jupiter Icy Moons Explorer (JUICE) mission launched in April 2023, and due to reach the Jovian system in 2031, where it will likely uncover more surprises about both Ganymede and Europa.

Continue reading “Space Sunday: Jovian Moons, and lunar aspirations”

2023 week #43: SL TPVD meeting summary

Goatswood, August 2023, blog post

The following notes were taken from my chat log transcript and audio recording of the Third Party Viewer Developer (TPVD) meeting held on Friday, October 27th, 2023. Afraid no video for this month, Pantera has a lot going on.

Meeting Overview

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development.
  • As a rule, these meetings are:
    • Generally held once a month  the third or fourth Friday, at 13:00 SLT at the Hippotropolis Theatre. See the SL Public Calendar for specific meeting dates.
    • Open to all with an interest in viewer development.
    • Conducted in a mix of text and voice.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

Viewer Updates

The Github Actions (GHA) RC viewer, version 6.6.16.6566955269 was promoted to de facto release status on October 25th. This marks the first release viewer built using the Github Actions (indicated by the extended version number). This viewer also includes a significant update to the Chrome Embedded Framework (CEF) for media handling.

The rest of the current crop of official viewers remains as:

  • Release channel cohorts:
  • Project viewers:

General Viewer Notes:

  • Upcoming official viewer can be viewed on the Github Actions build page, so what is coming down the line can be seen; however artefacts within the list are not publicly linked to downloadable items such as installers. This may change in the future.
  • The Emoji RC viewer is defined as being “in test”, with the other RC viewers in a maintenance cycle to gain parity with the new release viewer.

PBR Materials Update

  • The back-end support for PBR Materials is liable to be deployed to both the BlueSteel and LeTigre RC channels (so approx 3,000 regions) in week #44 (commencing Monday, October 30th), pending the code clearing QA.
  • Core work remains in “maintenance mode” with bug fixing and a focus on driving the project forward towards release.
    • It is believed the only significant blockers remaining are those of performance issues on the Mac version of the viewer – and LL are happy to take suggestions from TPV developers on how to get the Mac variant of OpenGL perform better.
  • One additional issue which had been reported was that of non-PBR enabled viewers appearing to suffer high pack losses on PBR regions (BUG-234550). However:
    • Investigations appear to have shown this as being a “sensor ghost” – the viewer reporting messages it receives but which are not in its message template (a would be the case with a non-PBR viewer receiving PBR specific messages) as a packet loss, which is not really accurate.
    • To deal with the specific issue with non-PBR viewers on PBR regions, and as an interim measure until the PBR viewer is the de facto release viewer, the updated message template for the PBR viewer is to be incorporated into the current RC viewers, together with a suppressor to prevent non-PBR viewer generating false packet loss updates. The code will then be available to all official “pre-PBR” viewers as they are updated with the RC code.
    • TPVs wishing also wishing to eliminate the false reporting of packet loss in their non-PBR viewer releases are encouraged to also pull the PBR viewer message template commit from Github and incorporate it in any upcoming pre-PBR updates they may have in the works.
  • Overall, and allowing for any list-minute issues + clearing the Mac viewer issues, the plan is to pretty much release PBR Materials on the basis of what is currently incorporated in the simulator code and the current RC viewer.
    • This means there will be a range of known issues within the release; however, it is believed that none of them will break any existing content on the Main grid, nor will any fixes for them which are introduced following the initial release.
  • One of the outcomes of the glTF  / PBR project has been a closing of the “divide” between the simulator and viewer engineering teams, with people working on both sides as the PBR project has progressed. This will continue through further iterations of glTF support (e.g. through elements such as the Interest List, which is both viewer-side and simulator-side, and which is not currently geared towards optimal handling scene-wide updates, as will be required as additional aspects of the glTF specification are incorporated into SL).

In Brief

  • There was a general discussion on the internals of viewer development (general message handling, viewer asset throttling, location of “official” masters of things like the message template, the status of the Lab’s Libcurl implementation in light of recent libcurl security issues (in short: “stuck” on an earlier version, so not directly affected), HTTP2 vs. HTTP3 updates,  etc.).
  • A general commentary on Windows 32-bit usage (not no longer officially supported) – with Firestorm stats reporting around 1.9% of their user base still appear to be running 32-bit windows – but the majority of this figure might be down to an Intel bug reporting 64-bit users running 32-bit.
  • A general discussion on the viewer + time-zones, providing a means to add the day of the week to the viewer log-in screen, rather than those in time zones other than California have to check the local day via the viewer clock tool-tip once logged-in.
    • In this, the fact that the time reported in the viewer is “PDT” (and/or PST? I’ve never actually noticed if the viewer reflects changes between PDT and PST notation) rather than “SLT” – which is the acronym everyone in SL understands – can also be a source of confusion. As can the fact that elsewhere within Second Life properties UTC (GMT) can be used.
    • during the discussion it was indicated that LL will likely try to be more consistent in referencing SLT rather than physical-world time zones.
  • Reference was made to a forum discussion on event message polling (particularly viewer side region start-up) which can have an impact (/unintended consequence) in terms of things like message execution. Monty Linden is involved in these discussions and in investigations, and improvements will be appearing in upcoming simulator releases.
  • The above led to a general conversation on reliable SL documentation sources (the broad answer in case of technical documentation being “the code”), and the historic reasons for public-facing documentation becoming fragmented (e.g. the old issue of SL wiki pages being repeatedly vandalised & so locked from editing by users who might otherwise be well-placed to update them), 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.

A visit to Gothic castle in Second Life

Castle Dracula, October 2023 – the Count visits my chambers – click any image for full size
Fate recently called upon me to travel to the Transylvanian town of Bistrița, and from there into the Inner Eastern Carpathian Mountains. It was no ordinary trip, for I was following the footsteps of cleric and solicitor Jonathan Harker, who had travelled there to complete business with a client from the region, only to seemingly disappear and causing much distress to his fiancée,  Mina Murray. 

Or at least, that is how the start of a visit to Castle Dracula: A Gothic Horror Experience might read when written as a journal entry by someone participating in its interactive adventure. The work of long-time resident and content creator, Wanders Nowhere (also famous for Prehistorica), this is an adventure reputedly “14 years in the making”.

How literal that might be, I’ll leave to others to cogitate upon; what I will say is, for anyone who is a fan of Gothic Horror and / or enjoys Bram Stoker’s classic novel, this is an Experience-led adventure which is engaging without being overly taxing, whilst offering a twist on the opening elements from the novel to offer a first-person narrative which takes Harker’s visit to Castle Dracula as the jumping off point for a related tale of an encounter with the Count. 

Castle Dracula: approaching the castle entrance through the inner courtyard

The adventure begins within a welcome area, reached either via the SLurl above, or by taking the teleport portal from the main Prehistorica lading point. This area contains all the information visitors require in order to enjoy the experience – or participate is a second, also set within the Castle and entitled Carmilla: The Love of the Dead, which can be entered into on payment of L$200 and which offers special rewards for those completing it. I opted to save this for a later option, focusing solely on Castle Dracula. 

Castle Dracula: a brief enCOUNTer…

I’m not going to trot through all of the info at the welcome area – it offers clear enough notes; suffice it to say you should accept the local shared environment and to have local sounds active. Whether or not you have Shadows enabled is a matter of choice; I actually found things a little too dark with them on.

Once all the notes have been read, the adventure can commence by stepping through the teleport portal to Castle Dracula; just be sure to Agree to the notes which will pop-up in a dialogue box when you attempt to do so, and also accept the local Experience – the latter will enable automatic teleports and also equip you with the necessary progress HUD.

Passing through the portal delivers you to the first of three locations – a train carriage as you sally forth from Bistrița to the village of Vesnic in the mountains, following the invitation of Harker’s mysterious client, Count Dracula. The carriage ride provides a narrative introduction to the adventure (s noted at the top of this article) and also introduces participants to the quest element of the story: locating 16 pages from Harker’s journal, which together might reveal his location – or fate. 

To get participants started, the first page of the journal is located alongside the carriage doors, providing a visual reference of what should be sought when looking for additional pages. When touched, the journal will deliver its page on-screen, allowing it to be read, after which clicking on it will place it on the game HUD, which is also the repository for other papers and notes, etc., found when exploring. Any item in the HUD can be expanded again by clicking on it.

Stepping “out of” the carriage doors on arrival at Vesnic will deliver participants to the garlic-strewn interior of the local hostelry, amusingly called The Stake and Hammer. It is here that the second page of Harker’s journal might be obtained, sitting on a table between arrivals and the exit.

More garlic is to be found outside the tavern, notably in the form of wreaths guarding the doors to local homes and places of business, with great sacks of cloves placed – strategically? – around the square as well. Outside of the church and the tavern, there is not a lot to see here,  but there is a horse-drawn carriage awaiting those wishing to reach the castle. Approaching it will bring a greeting from the driver, and sitting within it will start you on your way to your final destination, by way of a climb up through the mountains. Personal experience may vary here, but I found I needed to use the Camera floater and controls to get my camera out of the bottom of the carriage in order to see anything of the lands through which the ride passes – but I do use a custom camera preset rather than the SL default (and given the scale of things, Castle Dracula does seem to be built in expectation of oversized avatars using the SL default camera position).

Castle Dracula: creeping through the crypt

It is on your arrival that the fun begins. From being greeted by the Count himself through to attempting to find the remaining 14 pages of Harker’s journal, there is a lot to see and explore – and potentially touch for interactions. There are some very nice touches to be appreciated – such as the count himself, a phantom NPC which is perfectly animated. Through the castle’s many rooms are elements from the novel as well as from other Gothic horror influences (perhaps most notably Mary Shelley’s Frankenstein: The Modern Prometheus) to touches of Giger-like neo-Gothic, together with what might be taken as nodes to M.C. Esher and others.

After being shown to your room by a rather chatty Count, you are free to commence your explorations – where they may take you is down to the route you chose on starting, and the branches you take thereafter, so I’m not about to give a room-by-room account. However, entering major locations in the castle – the entrance hall, the library, the ballroom, the Gallery, the Midnight Garden and so on – will be recorded on the HUD map in the form of clickable points you can use to jump between rooms, if necessary. But do take note – these are not the only locations within the Castle; you will need to explore carefully, as some of those which are not recorded on the map may well contain elements of Harker’s journal.

Castle Dracula: “It’s ALIVE!” – the upper level of the extensive laboratory, which includes nods towards Mary Shelley’s great work within its lower floors

There is no reward to completing the quest per se outside of learning of Harker’s fate and the luxury of reading his journal entries – which follow most of the events found in the novel relating to his time at the case – in the correct order. However, finding all 16 pages will trigger the start of your own fate: will you be able to escape the Castle before the Count finds you (and without simply teleporting away!), or will you find yourself his next victim?

And even then; is it death that awaits you – or will you awaken in the hold of a ship bound for England (a hold in which you may well find yourself able to collect a few little mementos of your time at Castle Dracula before heading home)? Why not pay a visit and find out?

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