A shameless self-promotion in Second Life

My exhibition at Maison de la Chouette, November  / December 2024

Yes, a little self-promotion, I’m afraid, wrapped in the guise of two exhibitions in which I’m featured as both the solo exhibitor and as a part of an ensemble exhibition in which I’m delighted to play a small part, sitting amidst some extremely talented artists and photographers.

The solo exhibition is taking place at Maison de la Chouette, curated and operated by the lovely Owl Dragonash, who asked if I would put on a 2-month display there starting with a soft opening early in November. Whilst already available to view, the exhibition will have a more formal opening on November 13th, 2024 at 12:00 noon SLT – which I very much hope those of you who can, will attend.

My exhibition at Maison de la Chouette, November  / December 2024

A further gallery nestled within the Corsica South Coasters area, joining with the likes of NovaOwl and the galleries at Port Emyniad (and locations in between),  Maison de la Chouette is a boutique-style gallery utilising a Tuscan style house, allowing art to be displayed on two floors. This makes for cosy little exhibitions, which is probably for the best where my work is concerned.

And that’s not false modesty kicking-in; I genuinely don’t see my  SL photography as “artistic” or “art”; rather it is primarily intended to be illustrative, and a means of breaking some of the meandering jumbles of thought which appear in this blog. As such, I’m sincerely flattered (and genuinely surprised) when I an asked to display them in-world in either a dedicated exhibition or as part of a larger exhibit.

Cloud Galleries Winter Art Market, 2024

And a larger exhibit is what you’ll find at the Cloud Galleries Winter Art Market, again curated by Owl. Whilst this has its official opening party on November 19th, 2024 at 12:00 noon SLT, it has already enjoyed a soft opening as it brings together multiple artists from across SL, all of whom are displaying 2 pieces each on a winter / seasonal theme. Those participating include:

Alex Riverstone, AmandaT Tamatzui, BijouxBarr, Carelyna, Ceakay Ballyhoo, Dido Haas, Sina Hastings (Fasina Firehawk, Frank Atisso, Giselle Seeker, Hermes Kondor, Jaminda Galênê Moon (Jaminda Lygon), Jerzzie Reece-Redstar (jerzzie Reece), Jilla Lamar, JueL Resistance, Lizbeth Morningstar, Maggie Runo, Tom Willis (MajorTom Willis), Marnie Morningstar (Marnie Ansar), Owl Dragonash, Pagan Lane, Pieni, Rosie Riverstone (YsabellaRose), TaccaExotic, Tess (Therese Carfagno), Uli Jansma, Wren Parker (Wren Carling), Christian Carter (XJustFriendX), Zia Branner and Yours Truly.

Cloud Galleries Winter Art Market, 2024 – Rosie Riverstone (YsabellaRose) and Maggie Runo

With such a diverse mix of artists and photographers, the Winter Art Market offers an engaging mix of images captured in-world together with original art and photography taken in the physical world and uploaded to Second Life. The setting is suitably wintery, being a snowbound outdoor venue adjoining the Cloud Galleries in Novatron. Also, as might be expected by the title, the art on display is offered for sale by the participating artists and photographers.

So, that’s potentially two exhibitions to visit, both within easy reach of one another (bot that anything in Second Life is ever *that* far out of reach!). I certainly hope you’ll support those participating at the Winter Art Market, and if you can make it to my little exhibition and shindig – then thank you! My thanks to Owl in particular for inviting me – and to the DJ LiTo Team for providing the music for both openings!

Cloud Galleries Winter Art Market, 2024 – Jilla Lamar and JueL Resistance

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Novatron is rated General.

2024 SL SUG meetings week #46 summary

Clef des Champs, September 2024 – blog post

The following notes were taken from the Tuesday, November 12th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from the chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

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

Simulator Deployments

  • On Tuesday, November 12th, 2024, the simulators on the Main SLS channel were restarted without no updates.
  • On Wednesday, November 13th::
    • The Barbecue simulator update will hopefully be deployed to all simulators on the BlueSteel RC channel; however, a late-breaking bug in the code may prevent this. Among other things, this update includes:
      • Support for “alpha-gamma” which will allow an object owner to adjust some of the PBR alpha values that were impacting legacy things like hair.
      • llSetAgentRot.
      • A new warning on receiving direct IMs from Scripted Agents (“registered” bots). Rider describes this as “Bot confessions”: with IM sessions with bots there will be a warning sent to the receiver that they are having a conversation with a bot. Also, for viewer developers, there will be a bit of metadata attached to the IM_NOTHING_SPECIAL that indicates the sender is a bot.
    • The remaining RC channel will be restarted.

Apple Cobbler Update

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

SL Viewer Updates

The ExtraFPS RC updates to version 7.1.11.11750364439 on Tuesday, November 12th.

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11565212741, October 30.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

In Brief

Please refer to the video below for the following:

  • Further discussion on llGiveAgentInventory, including but not limited to:
    • A reminder that the  function will not require a viewer-side update.
    • Requests that it should include the option for the receiving user to select the destination folder.
    • Whether or not all items given using llGiveAgentInventory should be forced to default to creating folders only with a defined system folder within inventory (e.g. “Given Items”).
    • Discussion and disagreements over which folders should be available for nomination by a script / which should not.
    • A general discussion on system folder naming (e.g. the misnomer of “Received Items”, suggesting everything goes there, when it is in fact for items received from the MP) which in turn wandered into areas of tagging and hierarchies.
  • Comments on attachment issues (failing to show on others after TP, etc.), Monty Linden reminded people that the recent fix targeted a specific issue (relating to attachments ghosting and similar on region crossings), not “all” attachment related  bugs. He also notes that there is some asset re-prioritization work going on in the viewer which is improving avatar render after arrival.

† 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.

Of Grauland’s Deity Machine in Second Life

Grauland / The Deity Machine – click any image for full size

With November upon us, it was time for me to make a return to Jim Garand’s Grauland; after Primary Colours, I was keen to see what new delectations his fertile imagination had cooked up for us, and was delighted to find that once again, he’s turn his attention to a sci-fi like setting.

My first question on arriving at Grauland / The Deity Machine, was whether I was somewhere on this planet or standing on another world. Certainly the rock beneath my feet and the scrub grass ground upon it looked Earth-like, as did the sea; but overhead the sky offered an otherworldly feel, as did the structure beyond the rock berm undulating across the land before me like some gigantic snake, standing stones raised along its back in imitation of  broadly-spaces spines.

Grauland / The Deity Machine

This berm would have been easy enough to climb, but I turned south instead, walking over the scrub grass to where a cube-like  arch linked an arrow-straight walkway to the gentle slope of a stone-flagged causeway as it slips down into the waters, as if waiting for some form of aquatic vehicle to roll up out of the tide and park itself upon it.

The steel plating of the walkway points directly towards the main, but by no means only, structure within the isle: a gigantic pyramid-like structure raised up on the back of  an elevated terrace itself sitting upon a great square of precisely laid and cut stone flagstones. With broad stairways climbing up to huge openings cut within its cardinal sides, the pyramid is home  to an alien-looking device standing on its own plinth above darkened water.

Grauland / The Deity Machine

It is fair to say that water plays an much a part in the design here as rock, metal and other materials. Channels of it parallel the walkway toward the pyramid, with more channels and pools sit on two sides of the the pyramid’s outer court of stone, whilst other strange artefacts sit over ponds of dark water of their own, as if drawing power from them.

One of these artefacts is to found among a set of accommodation units built below the mean ground level and reached via a stairway descending from the walkway. Containing human-style furnishings, these four identical units nevertheless carry that sense of the alien within them.  At that far end stand four pillars, information scrolling up and down each of their faces as if they might be digital Rosetta Stones, keys to unlocking a mystery .Perhaps they are – or perhaps not; there is information to be read upon them – but I will leave it to you to try to discern what might be meant and keep my thoughts to myself.

Grauland / The Deity Machine

Beyond the pool in which these pillars stand, the path leads on between rock walls, passing the foot of a tall monolith of dark materials and gleaming teal light standing close to the shore, to come to what is the second largest surface structure in terms of area. Once again featuring water as a part of its central feature, it sits as the home of an artefact perhaps intended to focus the light of whatever sun illuminates this world and transfer it to where vibrant orbs of light appear to be rising into the sky.

Nor is this all; a further large structure sits alone on a small isle of rock to the north-east, both reached and surrounded by an elevated walkway, whilst sitting on the other side of the steel walkway crossing to the pyramid’s base sits a large hall with its own courtyard area. Within it, tables and seating with counters and a bar suggest it is a refectory for use by humans. But it is along the softly illuminated corridor leads away from one corner of this hall that visitors might find the setting’s most curious – and Roswell- like – secret, hidden alongside a military-style bunker with a washroom and dormitory.

Grauland / The Deity Machine

No hints are offered as to what Grauland / The Deity Machine might be about; backstory and interpretation are left entirely to the imagination. The intriguing mix of age-worn stone steps and uneven paved footpaths and clean flagstones and futuristic / alien-like architecture suggest a place of both great age and yet technological use. Perhaps, as the name suggests, it is a location that has been revered down the aeons as a place imbued with the memories of gods or spirits, but which is now the home of digital memories of times and events.

Whether it is upon Earth or a world elsewhere in our galaxy is again a matter of personal choice; no clue lies within it as to which might be the case, although the presence of a very Earthly rowing boat might suggest the former over the latter; if humanity is capable of reaching other worlds, than most likely it has easier means of crossing bodies of water. But again, that’s for you to decide, if stories and narrative are your thing.

Grauland / The Deity Machine

And if they are not – will, Jim has once again created a place ideal for photography, whether you opt to use the region’s supplied environment settings (as I have here) or opt for one of your own. So – enjoy!

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Autumnal Art in Second Life

Monocle Man Gallery: Willow (Cutewillow Carlberg) – Fall Splendour

As yet another year starts drawing to a close, heralded in the northern hemisphere by autumn’s fade into winter and a time when thoughts inevitably turn to snow-covered landscapes, frosted streets, heavy coats and foggy breath, I decided to spend a little time drinking in the autumnal – or fall, if you must – beauty brought forth by nature by visiting two similarly-themed art presentations currently in progress.

The first is that of Willow (Cutewillow Carlberg), entitled Fall Splendour, which opened at the Monocle Man Gallery on November 10th. I’ve encountered Willow’s art at various ensemble exhibitions over the years, but this is the first time I’ve seen her landscapes offered as an individual exhibition.

Monocle Man Gallery: Willow (Cutewillow Carlberg) – Fall Splendour

Spread across the two floors of the gallery’s main hall, as well as in the foyer and side room,  these are pieces captured from within Second Life to provide images of autumn’s many faces, from golden-hues fields and tries crowned with leaves turning to reds, browns, oranges and yellows, to overcast days when drizzling rain catches us unaware; or in which sunlight plays through rolling cloud caught on the wind to fall as fingers of light to touch castle and tower, and bursts of shadow dim the land, causing it to brood moodily until sunlight returns.

In places seemingly untouched by post-processing, save for cropping and framing, whilst in others looking as if the lightest touch from tools external to Second Life has been felt, Fall Splendour is an engaging series of images perfectly encapsulating the many shades of autumn’s passing.

BOSL’s Waterfront Café Art Gallery: Reign Congrejo Capalini (Reign Congrejo) – Falling into Love

At BOSL’s Waterfront Café Art Gallery, meanwhile, is a smaller but equally engaging exhibition by Reign Congrejo Capalini (Reign Congrejo). Entitled Falling into Love, and with each of the eight pieces appended With Fall, this is a simply exquisite series of images which appear to be from both Second Life and the physical world which also capture some of the many faces of autumn in all of its rich, vibrant colour – and most particularly with the sense of romance the season can so easily present.

From woodland walks where sunlight slants through tall fingers of trees to dapple the path ahead, to the shimmering beauty of water and trees caught in the light reflected by the mirror of a full Moon to drape itself gently over the landscape, these are images celebrating that many faces and emotions autumn offers. Within them, we might also find reflections of the simple pleasure of sitting under a rustic canopy of leaf and bough as wind and sunlight play across the waters of a still lake, or memories of the promise of warmth and comfort as we walk home under darkening evening skies as light pours forth from windows warmly lit from within and doorways illuminated by lamps as we pass.

BOSL’s Waterfront Café Art Gallery: Reign Congrejo Capalini (Reign Congrejo) – Falling into Love

Taken together, these are to visually expressive exhibitions presented through very different lenses and eyes, but which are unified by both their beauty and the love of the season felt by both of the artists. With both (I believe) due to run through until early / mid December, their natures allow them to be viewed individually or jointly, depending on your preference.

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2024 SL viewer release summaries week #45

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

Updates from the week through to Sunday, November 3rd, 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 7.1.10.10800445603, formerly the DeltaFPS RC, dated September 11, promoted September 17 – NO CHANGE.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11565212741, October 30 – NO CHANGE.

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates

V1-style

  • Cool VL Viewer Stable: 1.32.2.22, November 9 – release notes.

Mobile / Other Clients

Additional TPV Resources

Related Links

Hera’s Brutal City AI in Second Life

Brutal City, November 2024 – click any image for full size

In June 2024, I visited Blade Runner, Brutal City 2060, another of the outstanding region builds by Hera (Zee9), and somewhat based on her Blade Runner-esque region designs. In that particular instance, which I covered in Hera’s Blade Runner Brutal City in Second Life,), I noted that the setting encompassed:

The familiar, whilst offering some tidy little twists and turns for lovers of science fiction (and potentially obscure TV series of that genre), as well as other references, it is again a highly visual environment which spreads the Blade Runner elements more broadly, folding into it elements of Blade Runner 2049, whilst also drawing on 2012’s Dredd.
Brutal City, November 2024 – conversations with Poe

Well, as of early November 2024, Brutal City is back for a time, offering a further take on the original themes of Hera’s Blade Runner builds and Brutal City, complete with further dips of the toes into various other sci-fi series – and something more besides, as Here notes in her introductory notecard:

I was re-building Brutal City trying to add more OTT sex stuff etc 🙂 and Kacey said, I have been trying out some things and I think I can link up an AI model to SL. Day later it was there :). She has done a fantastic job. We have had a load of fun sorting it out, me on the dumb user side and her at the sharp tech end, learning a lot about AI as we went.
I guess the big deal is this. Online games have NPC’s that are programmed to say what the game company wants them to, multiple choice questions with hard wired answers. These Bots in Brutal City are doing their own thing, Try them, they get stuff wrong like we do, but ALL you hear is them RP-ing their characters.
Brutal City, November 2024

This is not the first time that AI has been hooked up to NPCs within Second Life; various people have been working on similar for a while – but I admit to finding the work that Hera and Kacey Stratton (KaceyStratton) particularly attractive, as the environment in which they’ve employed the AI encompasses sci-fi references that have a personal appeal – notably in this case, Blade Runner films (obviously) and the Altered Carbon TV series.

As an update to the original Brutal City, which in turn carried forward elements from previous Blade Runner-esque designs by Hera, there is much within the setting that will be familiar to those who visited the June 2024 iteration of the build. Also as is typical for Hera’s builds, the Landing Point is separate from the setting, and offers an onward teleport together with the opportunity to obtain the above-mentioned notecard. The teleport here will again deliver arrivals to a subway station, which in turn offers a choice of routes up to street level.

Brutal City, November 2024

Here again, the layout follows a design familiar to anyone who has spent time in Hera’s city build; one that is both forced upon her by the limitations of region space and size, and one which instantly give the sense of coming back to a neighbourhood that is both familiar and new. Many of the hints towards various film franchises and TV series are to be found still – the BCPD / LAPD police HQ with its echoes of total Recall 2070, the spinner-like police cars and decommissioned spinners as road cars; the sea of neon advertising – even the noodle bar reminiscent of Deckard’s initial encounter with Gaff – although it’s now under the ownership of Tony.

Which is not to say this is a simple re-run of Blade Runner: Brutal City; there is much that has changed that awaits discovery. Gone, for the example are the overt references to Judge Dredd, whilst in come more noticeable references to Altered Carbon. Whilst the re-sleeved Takeshi Kovacs (in the form of actor Joel Kinnaman) remains displayed on a screen within the BCPD building, a broader reference to the show can be found in the presence of The Raven Hotel and its proprietor, one Poe, an AI modelled after Edgar Alan Poe.

Brutal City, November 2024 “(Monsieur, azonnal kövessen engem bitte.”; “He say you under arrest, Mr. Deckard.”; “You got the wrong guy, pal.”; “Lófaszt, nehogy már. Te vagy a Blade … Blade Runner.”; “He say you Blade Runner…”)

The Raven replaces one of the three gang-related clubs of the previous Brutal City build, and Poe became the first AI NPC within the setting with whom I interacted – and I was instantly impressed. Care has been taken to imbue the AIs with parameters which match their nature / character. With Poe, for example, I was able to converse on his nature compared to that of the Poe AI from Altered Carbon and on Takeshi Kovacs himself (also, whilst visiting the hotel, check-out the Poe Suite). Similarly, at the noodle bar, Tony was aware of Deckard’s preferred dish and was able to offer it to me a we discussed the day and “played” a round of cards.

Yes, as the introductory notecard states, the AI can occasionally glitch (Tony got rather hung-up on offering to prepare a specific dish for me, for example, despite the fact I had “Deckard’s favourite” in front of me!), but the level of natural exchange in conversations meant that when it comes to free-form role-play, there’s much in the way of potential to be found throughout the setting. In this, the notecard available from the Landing Point is invaluable in helping to understand the framework set for the various types of AI NPC you’re likely to encounter, and the setting as whole and what might go on.

Brutal City, November 2024

Elsewhere in the setting, the other clubs have been altered to offer new venues (although the Snake Pit remains tucked inside the Dream Palace), whilst the Tyrell Corporation building (which became the Wallace Building in Blade Runner 2949) is now owned by the Warlock Corporation, which also happens to run this sector – Sector Six, the most dangerous sector of Brutal City. The corporation’s CEO, Max Wallace can be found inside, and it would appear that – going by the portrait dominating one wall of his office, he’s quite enamoured of Tyrell’s legacy.

Visitors might also find a fairly strong Aliens franchise reference whilst wandering; something hardly out of place, given Ridley Scott saw both Alien and Blade Runner as existing in the same universe. Within it might be found a further AI in the form of Mr. Giger, who will confirm he is something of a personification of Hans Ruedi Giger, albeit one (perhaps fittingly) offered as a hologram-like form, rather than a three-dimensional figure.

Brutal City, November 2024

There is much more to be said for Brutal City AI; through might be found Hera’s attention to detail – itself deserving of careful observation of the small as well as the large, and which can be found in unexpected places. There are other nods towards the likes of Altered Carbon awaiting discovery, but rather than ramble on, I will stop here. Instead, I’ll simply suggest you pay a visit for yourself – and as a final point, do remember that Hera’s builds are as dreams: vividly alive and present for perhaps only a short time before vanishing into memory; so if you do intend to visit, then “soon rather than later” should perhaps be your watchwords.

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