Bryn Oh’s Imogen and the Pigeons in Second Life

Bryn Oh: Imogen and the Pigeons, May 2025

Bryn Oh’s Imogen and the Pigeons first appeared in Second Life over a decade ago. Like all of Bryn’s art, it was deeply immersive, experimental, and offered a depth of narrative that might be seen as both challenging to navigate with its layered themes, and visually engaging. Also, as with most of Bryn’s work, it sat within her broader narrative universe, started with her Rabbicorn story, with its most direct link to that universe being via The Singularity of Kumiko, which was both a physical prequel to Imogen and the Pigeons and as sequel – so to speak – to Imogen’s life, focusing as it did on the story of Imogen’s daughter.

However, whilst I have attempted to follow all of Bryn’s creativity within these pages, Imogen and the Pigeons is a work that escaped my attention back in 2013, so I was pleased to be able to pay a visit to it following its extensive update and return to Second Life, where it re-opened on April 25th, 2025.

Bryn Oh: Imogen and the Pigeons, May 2025

As noted, this is a story sitting within Bryn’s broader narrative universe. But  this does not mean you necessarily need to have specific knowledge of that universe; the central themes of Imogen are accessible to anyone visiting, and the layering of ideas and themes allows the visitor the opportunity to peel them open howsoever they wish and however deeply they wish, be in during a single visit or over multiple visits or as a result of witnessing and allowing what they’ve encountered to whisper quietly to them during and after a visit.

That said, there are core themes throughout Bryn’s work, and these are very present within Imogen, as Bryn explains:

My artistic focus is in the way modern society is affected by technology, ranging between human/machine and machine/machine relationships. Often we consider technology to open channels for people to interact and engage socially, however, the opposite can occur where people become isolated within their own personal bubble, separate and witnessing the world from a distance almost as a product with brittle popularity. My work expresses a yearning for meaningful connections within the new technological realm that often contains human remoteness. I build virtual reality environments that convey the juxtapositions between human emotion and machine sentience. I combine poetry with a melancholy narrative that explores the themes of connection and belonging.

– Bryn Oh

Bryn Oh: Imogen and the Pigeons, May 2025

In terms of presentation, Imogen is richly immersive and takes advantage of some of SL’s most recent updates, such as the use of reflection probes and dynamic mirrors. Core to the installation is Bryn’s own Second Life Experience, which should be accepted on arrival if not a part of your active Experiences. Given all of this, the installation should really be viewed using an up-to-date viewers with, if your system can manage it, at least mirrors being enabled, together with Use Shared Environment set and have local sounds enabled.

It’s also particularly pertinent to remember that Imogen is designed to be both immersive and interactive – a lot of the initial parts of the installation rely on you finding your way forward, and some of the time this may not seem obvious. As such, do be sure to mouse-over things you may find – particularly things which look like they may be buttons or switches.  In this latter regard, I’m not just talking about the in-world “audio” buttons you can press to hear recitals of the poems that form the written narrative for the story; there are also those that will open doors and portals.

Bryn Oh: Imogen and the Pigeons, May 2025

Be prepared to put some effort into getting around – routes are not direct (although some are volume-triggered teleports, making transitions between chapters in the story fairly straightforward). When you initially find your way outside, for example, the journey does not end at the water’s edge, but you’ll have to have to exercise care and have a keen eye in order to make your way upwards. However, like Bryn, I’m not going to point you towards where you should go or what you should do.

I have said in the past that I think of my artwork here in virtual worlds almost as paintings you can enter and explore. The beauty of a painting, the immersion of cinema and then meshed in with a new type of open ended freedom of movement combined with interaction. There are many new and interesting techniques to experiment with inside the virtual art form. The one which I brought up at the beginning, that ties into my new build Imogen and the pigeons, is creating immersion within the artistic environment by creating scenarios which challenge the viewer.  I generally don’t put out text or arrows to tell the viewer where to go or what to do.  I feel this can break the immersion so I let the viewer discover on their own. 

– Bryn Oh

Bryn Oh: Imogen and the Pigeons, May 2025

So, what is the story behind Imogen and the Pigeons? As Bryn notes above, it is very much about our relationship with technology. Set in an age where an individual’s memories can be recorded, and then potentially edited, spliced, etc., it explores questions of existence, the human condition, the juxtaposition of connection with others and isolation from them as so often exists when it comes to our increasing reliance on technology for our interactions. Also within it we might find questions concerning our own identity and how we project ourselves in the eyes of others – how willing are we to amend our own histories, intentionally alter our memories and actions when verbalising them, in order to appear more acceptable, more desirable, in their eyes?

Within this, there are many subtexts and other avenues of question those exploring Imogen might find or be prompted to explore. In this I would urge you to observe everything you see at least twice; from the titles of books waiting to be found to drawings on walls to those scattered across a floor in as if torn from a sketchbook and thrown into the air, pretty much everything you encounter within the chapters and scenes, rooms and spaces, throughout Imogen will have something to say.

Bryn Oh: Imogen and the Pigeons, May 2025

Even were the route straight-forward, this layering of ideas and subtext is such that Imogen and the Pigeons is not the easiest or nor the most direct narrative to comprehend as one moves through it. Patience and an open, inquisitive mind are essential to both finding your way through the many scenes and rooms and in coming to an understanding as to what might be being whispered to you by your subconscious, as you find your way from the opening scene and back to it.

And if all this sound cryptic, it is only because I do not want to spoil things for you or for Bryn. There is a depth and richness to Imogen that perhaps reaches beyond the likes of Hand and other environments Bryn has created; an almost perfect balance of narrative, adventure, questioning, reflection, warning and mystery (I’m still boggling about the poem of the writer, and whether her name and her appearance are an intentional reference to a producer of immersive adventures with SL, and if so, what it might potentially mean).  Thus, this is an installation which really should be experienced and cogitated upon directly and not offered through a watery translation as I might otherwise give.

Bryn Oh: Imogen and the Pigeons, May 2025

SLurl Details

Space Sunday: more NASA budgets threats

NASA’s Space Launch System (SLS) and Orion multi-purpose crew vehicle (MPCV):now earmarked for “phasing out” in the White House budget request for NASA. Credit NASA

In my previous piece on the NASA upcoming budget, as being put forward by the US 47th executive administration, I focused on how the proposal could impact NASA’s science capabilities. At the time, the entire budget request had yet to be published, and my article was based on what had been made public by way of passback documents circulating in Washington DC.

At that time, it was anticipated that the White House would push for around a 20% cut in NASA’s annual budget, the majority of which would target NASA’s Earth and Space Science operations. However,  on Friday, May 2nd, 2025, the  “skinny” version of the White House budget request was published, revealing that the administration is seeking an overall 24.8% cut in NASA’s spending compared to the agency’s existing budget. If enacted, it will be the biggest single-year cut in NASA’s entire history. And whilst around two-thirds of the proposed cuts do land squarely on NASA space / Earth science and legacy programmes, they do touch the agency’s human spaceflight ambitions as well.

First and foremost, the request calls for the immediate cancellation of the Lunar Gateway station (aka “Gateway”). This actually makes sense, simply because since its inception, Gateway has itself never made sense.

Starting as a series of studies called the  Deep Space Gateway (DSG) in the mid-2010s, it became an official NASA project under – ironically – the first Trump Administration, when it became the Lunar Orbital Platform-Gateway (LOP-G). It was presented at both a means to enable a return to the surface of the Moon and a gateway to the human exploration of the solar system. However, intended to occupy a Polar near-rectilinear halo orbit (NRHO) around the Moon, travelling up to 70,000 km from the lunar surface whilst never coming closer than 3,000 km, it has been more a limitation than an enhancement to lunar operations.

An artist’s impression of the first two modules of Gateway – the Power and Propulsion Element (PPE) and Habitation and Logistics Outpost (HALO) passing by the Moon. Credit: NASA

While this orbit would allow for uninterrupted communications between the station and Earth, it also introduced multiple complexities of operation into any return to the Moon. As a result, multiple ancillary reasons for Gateway’s existence were cooked up:  Earth sciences, heliophysics, fundamental space biology research, etc., all of which could be achieved more directly and cost-effectively through other means.

Thus, over the last 6 years Gateway has been consistently downsized and de-prioritised, constantly criticised by experts from within and outside NASA, and even seen as something of a complicated boondoggle in terms of design by those actually engaged in its design. Add to this the fact it offers little or nothing to lunar operations that could not be achieved from within a modest lunar orbit (200-300 km). Given all this, cancelling the project – even if it means pissing off international and commercial partners – is a sensible move.

As I noted in a recent Space Sunday report, the arrival of the Trump administration coincided with calls for the outright cancellation of NASA’s Space Launch System (SLS) on the ground of outright expense. but as I mentioned in that piece, any such complete cancellation of SLS would have left Artemis high and dry, and ideas of simply launching Orion utilising other launchers were as close to be nonsensical as to make no difference.

In a follow-up piece to that article, I suggested that a preferable approach would be to go ahead with Artemis with SLS until such time as the latter could be replaced. This is more-or-less what the Trump budget proposes, albeit it on a far tighter time frame; looking to “phase out” both SLS and Orion completely following the first lunar landing of the Artemis programme (Artemis 3), in favour of a “commercial” solution.

The Orion MPCV mounted atop its ESM and mating adaptor to be used in the Artemis 2 cislunar space mission, was officially handed over to NASA on May 1st, 2025. Credit: Lockheed Martin

Given that Artemis 3 is unlikely to fly before around 2028/9 (simply because the SpaceX lunar lander is unlikely to be ready before then), this does present an – albeit tight – window of opportunity; albeit one biased in favour of one commercial operator – SpaceX.

That company’s Crew Dragon vehicle has proven itself a remarkably versatile vehicle, capable of not only ferrying crews to the International Space Station, but also of carrying out space missions of 4-5 days duration in its own right. While its life-support and general facilities would require upgrade, as (likely) would the heat shield (which would have to protect the vehicle when re-entering Earth’s atmosphere at around 40,000 km/h compared to the 28,000 km/h experienced during a return from low-Earth orbit (LEO). But such upgrades are necessarily outside the realm of possibility.

A critical part of these upgrades would lie with the service module (aka “trunk”) supplying power and consumables (e.g. water and air) to Crew Dragon. This would have to be considerable beefier in terms of propellants and consumables it can carry, and also its propulsion. However, this is not something insurmountable. SpaceX has been working on a design for a “Dragon XL”, a large-capacity Cargo Dragon supported by an enhanced “trunk” which would have been used to support operations at Gateway. In theory, there’s a potential for this “trunk” to be enhanced into a suitable service module for Crew Dragon, allowing it to make trips to lunar orbit and back.

This does involve a number of challenges – one of them being how to launch such a combination. Currently, the heaviest payload SpaceX can send to the Moon is between 20-24 tonnes, using the Falcon Heavy (I am intentionally ignoring Starship here, as that is a long way from being anywhere near an operational, human-capable launch system). However, it’s unlikely a combined Crew Dragon + enhanced service module is going to fall within this limit (for example, the Apollo Command and Service modules massed 28.8 tonnes and Orion and its lightweight ESM mass 26.5 tonnes). Falcon Heavy is also not human-rated, so even if it could lob a Crew Dragon / enhanced service module combination to the Moon, it would need to undergo some degree of modification in order to gain a human flight rating, adding further complications.

Dragon XL: an uncrewed cargo vehicle NASA has requested from SpaceX to deliver cargo to to the Lunar Gateway station might help form a part of a replacement (also using Crew Dragon) for Orion to help deliver crews to lunar orbit. Credit: SpaceX

That said, even this is not a blocker: allowing for the risk of damage to the Crew Dragon’s heat shield, it might be possible to launch a crew to LEO atop a Falcon 9, allowing then to rendezvous and mate with an uprated service module and Falcon upper stage placed in to LEO by a Falcon Heavy. This would eliminate the need to human-rate Falcon Heavy whilst enabling the latter to launch a more capable combination of upper stage (to boost the combined Crew Dragon and service module onwards to the Moon) and service module to await the arrival of the Crew Dragon.

As noted, there are technical caveats involved in this approach. It also requires the provisioning of funding for said vehicle development – something not within the pages of this budget proposal; and it would make NASA exceptionally dependent on SpaceX for the success of Artemis.

Beyond changes NASA’s lunar ambitions, the 2026 budget request is seeking a reduction in International Space Station (ISS) spending of around half a billion dollars a year on 2024 spending, in “preparation” for the station’s 2030 decommissioning. The most immediate impact of the cut will be a reduction in overall ISS crew sizes, together with a reduction in the number of annual resupply missions – something that could impact the likes of Sierra Space with their contract for ISS resupply flights due to commence in 2026. In addition, the budget request seeks to “refocus” (aka “restrict”) research and space science activities in the ISS to those directly related to “efforts critical to the moon and Mars exploration programmes”.  However, what this precisely means is not made clear.

Whilst promoting human mission to Mars, the budget proposal offers little if anything concrete, other than the cancellation of the automated Mars Sample Return (MSR) mission, stating the return of any samples can be deferred until such time as humans reach Mars and can collect such samples directly.

Even in a massively simplified proposal from Rocket Lab (when compared to NASA’s multi-vehicle internationally-split idea), the Mars Sample Return Mission has been identified for complete cancellation. Credit: Rocket Lab

In this, MSR is the only science mission named for cancellation in the budget request. Given the manner in which NASA has consistently fumbled around with the mission over that last half-decade, its cancellation doesn’t come as a surprise. The non-mention of other programmes also doesn’t mean the concerns I raised in my previous Space Sunday have gone away; as noted, the budget request confirms the desire to make very deep cuts into NASA’s ability to carry out science and research across all disciplines.

Two additional programmes potentially impacted in this regard are the LandSat Earth imagining programme – which the Trump administration wants to see downscaled, and NASA’s research into what the administration calls “legacy space programmes” – such as their research into nuclear propulsion systems. The latter is again ironic given nuclear systems are potentially the most effective means of propulsion for Mars missions, and the budget request flag-waves the idea of humans to Mars.

As with Trump’s first term in office, the White House is seeking to eliminate all of NASA’s involvement in STEM and education (STEM being disgustingly referenced as being “woke” in the budget request). This includes cancelling the Established Programme to Stimulate Competitive Research (EPSCoR). This is again ironic, given that during his initial Senate confirmation hearings, prospective NASA Administrator Jared Isaacman (who is now almost certain to be confirmed, following a 19-9 vote by the Senate Commerce Committee) referred to EPSCoR as an “essential” NASA educational programme because “it helps connect students and researchers from underserved regions and institutions to the opportunities that NASA provides.”

In my last update, I noted that there is a reported desire among some within the Administration to see at least one NASA centre – The Goddard Space Flight Centre – to be closed. While the budget request does not directly earmark any NASA centres for closure, it does call for NASA to “streamline the workforce, IT services, NASA Centre operations, facility maintenance, and construction and environmental compliance activities”. As such, downsizing / closures remains a threat, and Goddard remains the centre with direct responsibility for many aspects of NASA’s science missions.

All of the above said, this is – at this stage at least – only a budget request. It remains to be seen as to how those in both side of Capitol Hill respond, and whether the White House will actually listen  if / when objections are raised. Given the attitude of many within (notably, but not exclusively) the Republican Party towards science, climate change, the environment, DEI (which the budget also targets), green initiatives, etc., I have my doubts as to whether strong objections to the cuts to NASA’s science programmes will be raised.

Certainly there has been some push-back from within the bipartisan U.S. Planetary Science Caucus, but thus far the loudest voices of protest have come from outside US government circles, such as the globally-respected American Astronomical society and The Planetary Society – two organisations well-versed in America’s leadership in the fields of space and science – among others.

If enacted, the 56% cut to the National Science Foundation, the 47% cut to NASA’s Science Mission Directorate, and the 14% cut to the Department of Energy’s Office of Science would result in an historic decline of American investment in basic scientific research. These cuts would damage a broad range of research areas that will not be supported by the private sector. The negative consequences would be exacerbated because many research efforts can require years to decades to mature and reach fruition. Without robust and sustained federal funding, the United States will lose at least a generation of talent to other countries that are increasing their investments in facilities and workforce development. This will derail not only cutting-edge scientific advances, but also the training of the nation’s future STEM workforce. These proposed cuts will result in the loss of American leadership in science.

– from a statement issued by the American Astronomical Society, May 2nd, 2025

As it is, NASA is already tightening its belt: on April 29th, 2025, it postponed the release of the Announcement  of Opportunity (AO) for the next Small Explorer (SMEX) mission.

Established in 1988 as a continuation of and enhancement to  the long-running Explorer Programme, SMEX focuses on well-defined and relatively inexpensive space science missions in the disciplines of astrophysics and space physics which cost less than US $170 million per mission (excluding launch). Currently, the last SMEX mission was selected in 2021, but its launch has been delayed until 2027. As such, the 2025 AO would have earmarked a launch window between 2027 and 2031 for the selected mission. However, given the potential for up to two-thirds of the agency’s astrophysics budget to be cut, NASA has indicated it would not now issue the SMEX AO “until at least 2026”.

It is anticipated that more upcoming requests for science mission proposals will be placed “on hold” whilst this budget request is debated.

2025 week #18: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, May 1st, 2025. Please note that this is not a full transcript, but a summary of key topics, and timestamps are to the official video, embedded at the end of this report. .
Table of Contents

Meeting Purpose

  • 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 related viewer development work.
  • This meeting is generally held on alternate Thursdays at Hippotropolis.
  • Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status and Updates

Viewer Status

  •  Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, Issued May 2nd 2025.
    • Includes the following new features:
      • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.
      • My Outfits subfolders: now supports the use of subfolders.
    • Key updates:
      • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects.
      • Hover height: the minimum/maximum is now +/- 3 meters – requires a simulator-side update, currently in the process of being deployed.
      • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
      • Preference Search bar: general usability and readability improvements.
    • Refer to the release notes for full updates and fixes.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

Upcoming Viewers

[Video: 2:22-5:16]

2025.04
  • See above.
2025.05
  • Internal discussions on what form this should take remain in progress.
  • As a result of delays with 2025.03 and 2025.04, coupled with a need to consider how to better offer viewers with features / capabilities user will find valuable, rather than simply lobbing buckets of changes and updates into each release, the viewer team is backing off of the idea of a monthly release cadence for the immediate future.

More on the glTF Mesh Uploader

[Video: 7:41-12:22]

  • Overall, the focus remains on getting the flow of model uploads working smoothly and in providing the same capabilities when uploading glTF models as is currently the case for COLLADA models.
  • However, there will be some constraints on capabilities:
    • Higher vertex limits on uploads will not be supported for glTF, as it is described as requiring a “whole mesh format upgrade”, which requires further thought before moving in that direction. As such the current 65K vertices per face limit will apply to glTF model uploads.
    • Due to the complexity, and until things can be re-thought, glTF materials cannot be imported as a part of a glTF mesh (outside of the Base Colour map); they must be imported separately and then applied.  Direct import of glTF materials as a part of a glTF mesh requires an large refactoring of code which is not possible in the immediate future.
    • The above point prompted the question from Geenz on whether people would prefer the Base Colour to be uploaded, or simply just have a blank face provided until such time as full glTF materials can be imported with the mesh. Opinion at the meeting leaned towards the blank surface.

In Brief

  • [Video: 6:02-7:10] Feature request: Make Appearances Height = Prim Height – responded to as “something that could be looked at”.
  • [Video: 15:25-20:21] Are there plans to support Unreal Engine? – No, and defined as “probably never happening”.
    • This led to a question about supporting Unreal Engine plug-ins and perhaps getting plug-in support for Marvelous Designer, often used as an adjunct to making and rigging SL clothing (in fact, Linden Lab struck a deal with MD so a plug-in could be provided for the Sansar platform and its avatars).
    • While not averse to the idea of plug-in support, it was noted that in respect of rigging to the avatar skeleton, the latter would need additional work to make it offerable to third-parties to support.
    • This led to a general acknowledgement and discussion on the need for better pipelining to support popular tools, what those tools might in fact be, beyond Blender, how widespread is their use, availability of SDKs, convergence in trends (e.g. towards OpenUSD) – although how this might all be achieved is a head-scratcher.
    • Overall, such work is seen as “worth discussing” but well beyond the current roadmap.
  • [Video: 20:24-25:52] In terms of the SL skeleton, it was stated that “everyone” uses Avastar – including the Lab -(although the MayaStar plugin by Cathy Foil also gets good usage), due to the SL skeleton having issues.
    • Geenz suggested the way to offer easier compatibility between the SL skeleton and commercial tools like MD would be to get the skeleton files updated and offer them as glTF and / or OpenUSD downloads.
    • This grew into a general discussion on the skeleton, its complexity compared to other games / platforms, etc.
  • [Video: 25:52-33:30] A general discussion on the Avatar Welcome Pack, specifically some of the shortfalls in how it has been put together.
    • Some of the issues are known, and have been raised by the creators who provided the content for LL to bring together, others may not have been identified.
    • The request is for any issues identified by experienced users opting to try / test the avatar, etc., to be filed as a bug report.
    • It was also noted that clearer instructions were not provided with the Avatar Welcome Pack – such as *copying* a body folder / outfit from the Library to Inventory, rather than adding / wearing an avatar or outfit directly from the Library (and thus spawning multiple copies in Inventory.
    • In relation to the above, Kyle Linden suggested the Lab offer the pack’s contents on a Lab-driven Marketplace store to help with discoverability, and this was positively received.
  • [Video: 33:35-38:24] A discussion on lighting  – “block” (aka volume) lighting, improving the flexibility of lighting in SL, implementing physically based lighting capabilities, etc.
  • [Video: 41:20-46:29] A discussion on filling the “voids” between continents and regions with water / air open space to allow free passage to boats and aircraft, and why this currently in not feasible on technical or financial grounds.
The system complexity of doing is so enormous … to do that, we’d have to either run a single server in each one of the void spaces, which would obviously put us out of business overnight [fees to Amazon] or… to build mega regions. But the trick to those mega regions need to sit on top of existing regions, or something. Because otherwise, you have the protocol for cross-region communications at the boundaries, and you no longer have cardinal boundaries. Every programmer here can imagine the horror of going from having one neighbour to your left to having between 1 and 600 neighbours to your left, or something. We just didn’t code Second Life that way, so that we could have regions of different size adjacent to each other. I don’t know how to solve that … I don’t have an easy answer off the top of my head.

Philip Rosedale

  • [Video 48:13-54:30] General comments on providing VR support – options, issues, technical hurdles.

Next Meeting

Saying farewell to the original Linden Homes – and a Second Life mystery?

A selection of the old-style Meadowbrook homes, soon to depart the gird, and one of their local community points, a swimming pool

As I’ve recently noted in writing about the release of the Aspen Linden Homes and new house styles for the Log Home theme (both themes being available to Premium and Premium Plus subscribers – read here and here for more), Linden Lab has started making renewed noises about retiring the “older” generation of Linden Homes, first introduced in 2010.

On Friday, May 2nd, 2025, the Lab further confirmed the upcoming closure of the older style of Linden Homes (all of which stand on 512 sq m parcels within their own theme mini-continent scattered across the grid), with a post entitled Honouring the Past, Embracing the Future: Your New Linden Home Awaits.

Clearly aimed at users who have not as yet made the move from these older themes and styles of home to the “modern” Homes on Bellisseria, the post reads in part:

As we continue evolving and improving the Linden Home experience, we want to ensure that our residents have access to the best and most modern living spaces available. A couple of years ago, during SLB, we announced our long-term plan to phase out all legacy Linden Homes. The time has come to make that transition, and while saying farewell to your current home may feel bittersweet, we are confident that the next chapter will bring even more possibilities, personalization, and comfort.
We also recognize the lasting impact these homes have had, and we are planning a special tribute to honour the legacy Linden Homes and the memories they have held. We will share more details soon.

Whilst no deadline is given in terms of how much longer the older Homes will remain on the grid, the post does tend to make it clear their days are now definitely numbered. I honestly have no idea as to how active people are / were when in terms of living-in and utilising these older Linden Homes, or exactly how much “community” they fostered. However, they do represent a point in time in SL’s history that is worth remembering in some way; many of us actually appreciated having them – as limited as they are by today’s standards!

However, what piqued my interest was the idea of “honouring” these older homes – and very much hope that whatever is planned goes beyond just the houses themselves. While I’ve no idea how popular the approach was, at least one of the little continents presenting these older Linden Homes carried with it something of a little “backstory” to Second Life; one likely utterly obscure in this day and age, but one my mind immediately sprang to on reading the Lab’s post.

Cape Ekim, May 2025

It’s called Cape Ekim, and the legend wrapped around it involves another mythical Linden explorer in the form of Professor Linden (totally overshadowed by the feats and ego of Magellan Linden – possibly because the Professor never survived long enough to be embodied in some manner!), and his hunt for a great and benevolent dragon said to have once roamed the grid.

It’s a fun little mystery (if one a little long in the tooth and genteel / pedestrian in this age of scripted Experiences, mesh, Animesh, and all the rest we can use in SL to create adventures and games), and one I wrote about more than a decade ago.

It may not tax the grey matter too much, but it does features riddles, books, secret passageways, and a cipher to solve to  unlock a door (no pesky double-click TPing!), and is of an age and style that allow it to stand as a glimpse of SL’s past as much as the houses close to where it sits. As such, I really hope LL will give thought to the idea – and to any other similar spots which may exist within the old Linden Homes continents.

Cape Ekim, May 2025

Certainly, if the history of SL and nostalgia are your thing – and just in case it will soon vanish – why not try exploring / revisiting Cape Ekim for yourself?

Related Links

A look at the new Linden Log Homes in Second Life

Linden Log Homes update: Oakridge front view

On Tuesday, April 29th, 2025, Linden Lab announced the latest Linden Home theme to receive an update: the Log House Theme.

As well as continuing to periodically release new Linden Home themes, the last being the Premium / Premium Plus Aspen theme (which I looked at here), the Lab has been revamping older offerings, expensing them with additional styles and  options. For the Log Homes, this means for new designs which both fit the existing styles whilst also offering something new. They also appear to have a touch of PBR in their finish.

Linden Log Homes update: the Pinecone

Mixing stone and timber builds, the four new style comprise:

  • Bearstone: a partially stone-framed, two storey unit with covered verandas to the front and rear (1/2 length). The front door opens open a lobby space with dog-leg stairs going up and rooms opening to the left and right. The left, L-shaped ground-floor room is accessed either through an open arch or via a door under the stairs. A further door provides access to the rear veranda. The room to the right is also accessed via an open arch, with windows to the front, side and rear aspect. The two upstairs rooms (one large, one small) are accessed via a landing area at the top of the stairs.
  • Oakridge: a two-storey unit again with partial stone rendering and with potentially the largest footprint of the four new units. The front door provides access to a lobby area with stairs to the upper floor and a door leading to a small front room. The rear of the house is taken up by a full-width room, strategically-placed archways indicating that it could be spilt into two. Glazed double doors provide access to a full-width veranda to the rear, partially covered. Upstairs, a small hall provides access to three rooms, one overlooking the front aspect and two the rear. The larger of these has a narrow balcony space.
Linden Log Homes update: the Bearstone
  • Pinecone: potentially the smallest in terms of footprint / space. A covered deck runs almost all the way around the unit’s perimeter. The central front door opens direct into a room with stairs to one side. These serve a central landing with rooms opening off it to the front and rear.  An archway connects the ground-floor front room to one of near-equal size to the rear, with a door from here opening onto what amounts to a narrow hall leading to the back door.
  • Timberline:  a single-storey unit in the form of a cross. Two large reception rooms run front-to-back through the house, linked by archways. Above the front reception room is a large gallery space overlooking the rear reception room with its large fireplace, and large windows overlooking the front aspect. Bedrooms open off of this gallery to either side, each with a further rectangular room beneath it opening off of the reception rooms.
Linden Log Homes update: the Timberline

These updates are different enough to the original Log Homes to likely be popular among those using the theme, while their overall styling matches the overall look of the original styles such that they won’t stick out like a recently hammer-hit thumb when placed among the older styles.

And – could it be that someone at LL actually heard me bemoaning the lack of back doors among the Log Homes (and Aspen?†. Some of these designs do indeed sport doors to the rear aspect. In fact, the Oakridge is such that, depending on how it is placed in a parcel (and your feelings on such things / the road access you have) the side of the house with its glazed double doors could conceivably act as the front of the house.

Footprint-wise, the majority of these new offerings feel larger than most of the originals, and do provide (for the most part) more rooms to furnish. I’m quite sold on my Lincoln style Log Home so in no hurry to change things around; however, I have a feeling I might be trying on the Oakridge for size at some point, if just for curiosity’s sake.

Linden Log Homes update: Oakridge rear view

For those who don’t have a Log Home and wish to try out the new styles for themselves,  they can be previewed at the BelliHub Linden Home Demo area and at the demo area within the Second Life Welcome Hub.

“Old” Linden Homes Removed from Linden Home Portal

As I noted at the time, the Aspen Homes release coincided with the announcement that the Lab is finally looking to move ahead with the “retirement” of the original 2010 Linden Homes (now referred to as “legacy Linden Homes”). To that end, the release of these new Log Home styles came as the original Linden Homes were removed from the Linden Homes pages.

† Short answer: No. I raised the point two weeks ago, and obviously, Linden Homes don’t just sprout up in an instant; design and testing, approval, etc., all need to come first. so clearly the provision of back doors was already well in-hand! 

2025 week #18: SL SUG meeting

Isla Enchanted, February 2025 – blog post

The following notes were taken from the Tuesday, April 29th, 2025 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 my chat log 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):
  • 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, April 29th, the Main SLS channel was restarted without any update
  • On Wednesday, April 30th:
    • BlueSteel and a snack channel should be updated with the Elderberry simulator update (see below).
    •  All remaining RC channels should be restarted without any change.

Upcoming Deployment – Elderberry

  • A new option to llDerezObject – DEREZ_TO_INVENTORY, which returns the targeted object to inventory and saves its current state (e.g. has the same behaviour as Build → Object → Save Back to Object Contents.
  • llIsLinkGLTFMaterial  – which can can determine if a face on a linked prim is PBR.
  • REZFLAG_DIE_ON_NO_REZZER – which will cause a rezzed prim to die if its rezzer is no longer present in the region.
  • llSetGLTFOverrides, rather than changes to llSetColor and llSetAlpha to work with PBR, as changing the latter was “starting to lead down some very scary paths WRT ‘What is the right thing to do'”.
  • Possibly a fix for llSetGroundTexture, which currently has the NE & SW values swapped. The question was asked in this was in the release, but the question wasn’t fully answered.

SL Viewer Updates

  •  Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th – No Change.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

In Brief

  • A (reasonable) request was made to have simulator release names (“Elderberry”, “Puff Pastry” or whatever) actually reflected on the release notes rather than referencing them solely by release number.
  • Questions llDerezObject() DEREZ_TO_INVENTORY:
    • Is the clean-up procedures after de-rezzing any different to other objects? Should not be, the; the object is killed from in-world on receipt of the derez command, then a new asset is generated to replace the deleted one in the rezzing object’s inventory.
    • Is DEREZ_TO_INVENTORY to to any capability? No. The code was originally set up to respond to a message from the viewer and so would report messages back that way; however it is being updated to be smarter than that to avoid missed messages, etc.
  • A feature request to allow attachment rezzing directly from another object’s inventory has been received (e.g. to assist with changing outfits). It is regarded as a large project and, if accepted, has yet to be added to the development roadmap.
  • A feature request to Add function to get a list of objects in the region (somewhat similar to the Area Search in some TPVs) has been submitted and is currently being tracked. Upvote if you’d like to see it get onto the roadmap for implementation.
  • A discussion on prim manipulation and LSL and differences between viewer-side and simulator-side disconnects (e.g. LSL cant set sphere taper, and viewer can’t set floating text or particle). This drifted into discussion of prim / linkset ordering and an actual node hierarchy for the same that is known to the viewer, together with a means to set the linkset number for a given object in the linkset / “click and assign” root prim for a linkset.
  • Leviathan Linden offered some feedback to those testing the SLua regions on Aditi:
One thing I was working on a week or two ago but currently on hold: people on the Lua servers were using the faster scripts to thrash a log of prim properties, which would generate a storm of Full Updates. Someone noticed some hot spots in the generation/sending of those updates, slowing things down making the problem look like Lua’s fault. So, I was working on a speed-up there. Wasn’t done, got side-tracked. Will get back to it.

† 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.