A run through The Cornfield and the new Portal Park

The Portal Park offers access to The Cornfield, Linden Realms and other experiences, as well as places of its own to explore
The Portal Park offers access to The Cornfield, Linden Realms and other experiences, as well as places of its own to explore

On Monday July 14th, the Lab announced the opening of their new Experience Keys activity – The Cornfield. I didn’t have much of a chance to look at things myself at the time, but simply had a quick nose around. This being the case, I hopped back when time allowed and took a closer look.

First, the new Portal Park. Whereas the Linden Realms Portal Parks were fairly minimalist, being intended purely as waypoints to get to that game – which, I understand, the Lab has plans to update at some point in order to take advantage of Experience Keys – the new Portal Park design is far more of a hub, and so has a richer design.

The Tea Party glade in Portal Park1
The Tea Party glade in Portal Park1

A central landing point offers a paved area with seats, flowerbeds and access to eight areas reached by short paths. These are: The Cornfield, Linden Realms, the Premium-only Magellan Hunt, the Wilderness Experience (which I missed noting during my brief visit on July 14th), what appears to be an as yet unnamed entrance to a sci-fi / post apocalyptic experience (not currently open), a social area, a Gnome Village and a Tea Party glade (where the LDPW and members of Linden Lab were enjoying themselves following the opening of the Park on July 14th). Whether these latter two are intended to become the entrance-point for future experiences or simply places for users to meet and chat, I’ve no idea.

Each of the active games has a dedicated teleport portal, and the area in which the portal stands is themed on the game itself; so The Cornfield has an old barn containing its portal, for example, and the Linden Realms portal sits in a little meshy / cartoony space.  Only The Cornfield is currently Experience Keys enabled – Linden Realms, the Magellan Hunt and the Wilderness Experience are all pretty much as they always have been since each opened in SL.

The sci-fi area of the Portal Park - the location for accessing a future Experience?
The sci-fi area of the Portal Park – the location for accessing a future Experience?

An interesting point of note with Experience Keys is that until such time as the viewer-side updates have filtered through to all viewers, you don’t actually need to run the Project viewer in order to participate in an experience; any viewer is capable of receiving an initial invitation to join and Experience, and will allow you to do so. However, as the Experience Keys project viewer provides a lot more information about any given Experience and allows you to see what is happening with your avatar, it is perhaps preferable to use it until the viewer-side code is more widely integrated into viewers.

The Cornfield

As you approach the teleport portal for The Cornfield, a dialogue box is displayed, asking if you wish to participate. The information displayed by this dialogue box will vary, depending upon whether you are using the Experience Keys project viewer or not.

If you’re running the Experience Keys project viewer, clicking on the name of the Experience in the dialogue box opens the Experience Profile, allowing you to find out more about it.

An Experience dialogue box. On the left, as it appears in an Experience Keys enabled viewer, with options to display the Experience Profile (by clicking the Experience name link) and to accept / refuse the Experience and to block the Experience (so you'll never see a prompts anywhere for it again) or to block just the current inviter. On the right, how the same dialogue appears in a viewer that is non Experience Keys enabled - you can only opt to accpt or refuse the invitation
An Experience dialogue box. On the left, as it appears in an Experience Keys enabled viewer, with options to display the Experience Profile (by clicking the Experience name link) and to accept / refuse the Experience and to block the Experience (so you’ll never see a prompts anywhere for it again) or to block just the current inviter. On the right, how the same dialogue appears in a viewer that is non Experience Keys enabled – you can only opt to accept or refuse the invitation

Allowing the Experience via the dialogue box will permit you to pass through the portal and be delivered to the start of the game area, inside another barn. Here you’ll find yourself equipped with a large basket, some basic armour, a large plank of wood, and a HUD. Clicking the “?” on the HUD will deliver the game instructions to you.

The Cornfield is, at its most basic, very similar to Linden Realms – you spend your time running around, avoiding monsters (mutated “griefers” in this case), collecting corn cobs, jars of moonshine, and coins, rather than different coloured gems. However, there is also a lot more going on here.

The Cornfield  game area (the game itself uses a darker windlight to enhance gameplay; the lighting used in this short is simply to show the location
The Cornfield game area (the game actually uses a darker windlight to enhance gameplay)

Continue reading “A run through The Cornfield and the new Portal Park”

The Cornfield returns – as an Experience Keys demonstration!

The Portal Park offers access to The Cornfield, Linden Realms and other experiences, as well as places of its own to explore
The Portal Park offers access to The Cornfield, Linden Realms and other experiences, as well as places of its own to explore

On Monday July 14th the Lab announced the opening of a new Experience Keys demonstration game, featuring a return to the The Cornfield.

The blog post announcing the new demonstration reads in part:

Experience Keys are a new tool in Second Life that make it so you can opt-in to an entire experience made up of numerous scripted objects, rather than having to grant avatar permissions to every individual element of that experience. In other words, they allow creators to make experiences that are more immersive, because they’re not interrupted by permissions dialogues. Additionally, with Experience Keys, each of the scripts in the experience has access to a common private database that stores information across user sessions and simulator restarts; a powerful new capability for scripters.

Experience Keys are part of the Advanced Creation Tools the Lab has been developing over the last few years, and a special beta programme was recently opened to allow content creators the opportunity of trying-out the capabilities in their own experiences.

An old barn contains the portal leading to ... The Cornfield
An old barn contains the portal leading to … The Cornfield

The Cornfield (reached via a Portal Park), created by the Linden Department of Public Works (aka the Moles), is based on a piece of Second Life history familiar to many long-term residents.

The special trailer video below provides more information on the game.

To try-out The Cornfield, you’ll need to download and install the Experience Keys project viewer. – and I’ll have a more detailed looks at this viewer available soon.

Like Linden Realms, the SLurl initially delivers you to a Portal Park, which has been updated from the originals, and offers a number of places to explore, as well as the portals to both The Cornfield and to Linden Realms or the Premium-only Magellan Grid Hunt (neither of the latter appear to have yet been updated to use Experience Keys).

As the trailer suggests, The Cornfield is something of a shoot-’em-up, but with elements which will be familiar to anyone who has played Linden Realms – and there are wider game choices players can available themselves of as well.

So if you’re in need of letting off some steam, grab the project viewer, install it, and head over to the The Cornfield and give Experience Keys a go!

Related Links

SL projects update 28/2: more on Experience Keys (Tools)

On Tuesday July 8th, Dolphin Linden, a member of the team responsible for the Experience Keys (Tools) project,  attended the Simulator User Group meeting, where he took time to provide further information on the project via what amounted to a Q&A session.

Dolphin Linden at the Simulator UG meeting
Dolphin Linden at the Simulator UG meeting

The following notes have been taken from Dolphin’s comments, and should be read alongside my original overview for Experience Keys, and the Lab’s invitation for experience creators to participate in the Experience Keys beta programme.

Note that because some aspects of Dolphins comments on Experience Keys have been covered in my original article (e.g. the concept of trusted Experiences running on regions with access control enabled, permissions covered by Experience Keys, etc.), they can not reproduced here.

  • Documentation for the projects will be finalised “shortly” – it is currently undergoing final review and update
  • Precisely how Experience Keys will be made available to people is still to be decided; as Dolphin reiterated at the meeting: “We are working out the details, but we want them to be reasonably available, but not so easy acquire that people will make throw away ones to try to grief people; we are still working on the rules about who can have them.”
  • Those applying to be part of the Experience Keys beta do not necessarily need to convert an existing experience they may have, but
    • They should be able to demonstrate that they have the experience with building/scripting to make use of the tools, and
    • They should provide as much information on possible about the kind of experience they’d like to present through the beta
  • Experiences and region maturity ratings:
    • Experiences must respect the maturity of the region(s) on which they run – so an adult rated experience cannot run on a general region, for example
    • Experience ratings are set by the experience owner, and this rating is used to determine the region maturity rating required in order for the experience to run
    • A sample Experience profile
      A sample Experience profile

      The rating is part of the Experience’s public profile, all of which must be G rated

    • The list of experiences running on a region is public information
  • Experiences and scripts:
    • A script can only be associated with a single experience
    • However, a single object can include multiple scripts belonging to different experiences, if required – although this might prove difficult to manage, depending on what the scripts are doing / how the object is used
    • Assigning an Experience to a script must be done by the Experience owner or by a member of the Experience’s group with the appropriate group power (“Contributor”)
    • Existing scripts can be converted to work within an experience, the permissions request to an Experience permissions request and then the event handler would need to be modified to handle tw new events – EXPERIENCE_PERMISSIONS and EXPERIENCE_PERMISSIONS_DENIED
    • An Experience is set on a script through a combo box in the script editor. This lists all Experiences the script creator either owns or has Contributor rights to
    • The selected Experience is set at compile time (similar to the compile type), and is part of the compiled script. The script must be re-saved if it the association is changed to another Experience
    • If a modifiable script associated with an Experience is passed to someone who does not have Contributor permissions for the Experience, they will not be able to save the script unless they remove the Experience or change it to one for which they do have permission
  • The Experience database:
    • Every Experience has its own database, which can be accessed wherever the Experience is running
    • The database is fairly simple, but should make storing the current state-of play for avatars engaged in an Experience (e.g. what they have been doing, what they have attached, etc.)
    • It is basically string-to-string mapping
    • The database supports create, read, update, delete, count, and iterate, and the update can be made atomic, so it can be safely updated from multiple scripts
    • The overall size of the database will be limited, although the Lab is still determining an appropriate limit
    • The database size is also configurable (per Experience), so the Lab will likely offer Experience creators the opportunity to increase their database size for a L$ fee, if needed, although this policy has yet to be finalised
  • As indicated in my original notes, an Experience can be refused or blocked by a user, and can be revoked by the Lab. Additionally, an Experience can be suspended by the Experience owner (so as to allow a bug to be fixed, for example). All of these will result in an EXPERIENCE_PERMISSIONS_DENIED event being sent to all scripts associated with the experience
  • Also as indicated in my original notes, private estates / regions with access restrictions will have an additional level of access which will allow anyone participating in a grid-wide experience running on that estate / region to access it. However, should they revoke the experience permissions while on such an estate / region, they will be teleported away in accordance with the estate’s / region’s access controls
  • All temporary attachments made to an avatar will die should the person go to a place where the Experience is blocked or if they block the Experience.

Again, please do be sure to read the above notes alongisde my original overview of Experience Keys.

Dolphin Linden will be available at the next Simulator User Group meeting on Tuesday 15th July to answer further questions.

SL projects update week 27/2: server updates, Experience Keys

Server Deployments Recap

There were no deployments to the Main channel or to the BlueSteel and LeTigre RCs. Magnum received an update to the Experience Tools project, intended to provide a fix for BUG-6438 “Objects attached via llAttachToAvatarTemp to object owner detach when script is removed from prim inventory” and UI updates. – release notes.

Week 28 Updates – LSL Support for Materials

Subject to last-minute hiccups, it is likely that the LSL support for materials (normal and specular maps, and diffuse texture alpha mode) currently on BlueSteel and LeTigre will be promoted to the Main channel and to the Magnum RC in week 28 (week commencing Monday July 7th).

LSL support for materials looks as if it will go grid-wide in week 28 (week commencing Monday July 7th)
LSL support for materials looks as if it will go grid-wide in week 28 (week commencing Monday July 7th)

There is still no additional throttling in place for the LSL materials functions, as testing revealed they may not be any need for them. adding to this, Maestro Linden said at the Server Beta meeting on Thursday July 3rd, “It’s throttled via the normal script time throttles, there’s no special X/minute throttle. Well, also there’s a throttle for accessing the materials list by viewers. So even when your viewer knows that an object got material X via the update, it may have to access the RenderMaterials capability to look up the render parameters, and that capability access is throttled (the viewer knows to request at a rate below the throttle so that it doesn’t hit failures).”

 Experience Keys

There is liable to be a discussion of the Experience Keys project at the next Simulator User Group meeting, to be held on Tuesday July 8th, with members of that project team in attendance. The meeting will take place in Denby, on the main grid, commencing at 12:00 noon SLT.

Webkit News

As I’ve previously reported on a number of occasions, Webkit is a third-party library used within the viewer for a number of tasks. For example,  it powers the built-in web browser, and is used to display profiles (unless you’re using a viewer supporting legacy profiles). It is also used with like Media on a Prim (MOAP) and many in-world televisions.  There have been an increasing number of issues with Webkit which have caused some pain (see BUG-4763 and FIRE-12642, and FIRE-11057), and Monty Linden has been poking at as a part of he ongoing work with the third-party libraries used in the viewer build process.

A major problem here is that Webkit itself has deprecated, leaving the Lab needing a replacement. Speaking at the Future of SL meeting, hosted by the Firestorm team on Wednesday July 2nd, Oz Linden indicated that a decision has been made to replace Webkit with the Chromium Embedded Framework (CEF). There is no indication of how long this work will take, as it is a very non-trivial effort which is leveraging work already carried out on the Lab’s next generation platform and other internal services.

GPU Updates

Also during the Future of SL meeting, Oz indicated that there are two upcoming changes which will affect GPUs and GPU memory usage.  Both are currently with LL’s QA team.

The first eliminates using the GPU card name as a means of recognising the card’s capabilities. Once released, the viewer will be able to recognise GPUs a lot more dynamically. One benefit of this is that people with state-of-the-art GPUs should no longer experience the viewer failing to recognise their card and defaulting to basic graphics

The second is a fix for how the viewer uses a GPU’s memory. “Many of you will have noticed that we don’t use all of the video memory on your video cards,” Oz said of the fix at the meeting. “It turns out that’s because of a very old bug that plagued us a long time ago and we sort-of arbitrarily, in order to avoid tickling the bug, we capped how much memory we would ever use.”

With the fix, the viewer will be able to measure the amount of GPU memory and then allocate itself what is liable to be a reasonable share of that memory.

Linden Lab seeks creators for Experience Keys (Tools) beta

secondlifeOn Wednesday July 2nd, the Lab issued a call for creators to apply for a beta test of the Experience Keys (also referred to as Experience Tools) project.

As I explained in my overview of Experience Keys / Tools, this is a new permissioning system which allows people to create an activity (initially restricted to region / estate level for private islands / estates and parcel level for mainland) such that anyone wishing to participate in it need only give a single confirmation of their wish to do so, rather than having repeated requests for permission pop-up on their screen whenever something wants / needs to interact with their avatar – such as teleporting their avatar to the next location in a hunt or quest, or when wanting to attach a gun or piece of equipment to the avatar as a part of a game.

Experience Keys are the latest addition to the Lab’s Advanced Creator Tools deployed in August 2012, and which in turn grew out of work first put to use in the Linden Realms game.

A video helps explain the concept from a user’s perspective.

While the video focuses on using Experience Keys in games, they could conceivably be used in other activities as well: hunts, puzzles, tours – any immersive experience which may otherwise require users to repeatedly give assent for some action to be taken with their avatar.

The Lab is now seeking SL creators willing to join a beta programme and use the new Experience Keys to build a range of “experiences” within Second Life, as the blog post explains:

We used this technology when creating the Linden Realms game, and we’re now ready to start putting this tool in the talented hands of creators in the Second Life community. Experience Keys is a powerful tool, and we need to be sure we test and roll out the feature carefully, so the first step will be a limited beta, then the viewer and server releases shortly after.

Creators wishing to participate in the programme should send an email to slexp_beta@lindenlab.com with “Experience Key Beta” as the subject along with the following information:

  • The experience name.
  • What genre does it fit in?
  • A brief description of the experience
  • How would your customers benefit from Experience Keys?

As noted in the announcement, a more public beta in which users can try out experiences using an Experience Keys project viewer will follow-on from this initial call.

SL projects update 25/2: Experience Keys (Tools) overview and beta information

Update Wednesday July 9th: Dolphin Linden also attended the Simulator User Group meeting on Tuesday July 8th, where he further discussed the Experience Keys (Tools) project. As that discussion covered some of the information given here, I have provided a further update on the additional information provided by Dolphin at that meeting, to serve as a companion piece to this report. Please do ensure you read that article as a follow-up to this one.

During the TPV Developer Meeting on Friday JUne 20th, Linden Lab gave advanced notice to third-party viewer developers that the long-awaited Experience Tools project will be entering a beta phase in the near future – possibly within the next month.

Dolphin Linden is one of the people working on the Experience Tools / Keys
Dolphin Linden is one of the people working on the Experience Tools / Keys

The notice came via Troy and Dolphin Linden, two of the key players from the Lab working on the project,  who between them gave an overview of what it is and how it should work, and answered questions from TPV developers.

There has been considerable interest in this project at Simulator User Group and Server Beta User Group meetings over the last several months, particularly as mention of the tools has been made in various RC deployment release notes, and the fact that they are currently on the Magnum RC. However, until the June 20th meeting, the Lab has remained tight-lipped on the matter.

The notes which follow were taken from an audio recording I made of the meeting, and the salient extracts from that audio are included at the end of this article (see also North’s video recording of the meeting). I’ll have a summary of the TPV Dev meeting itself available soon.

What Are Experience Keys?

Experience Tools is essentially a new means of providing a set of “blanket” permissions against a range of actions which might be taken on an avatar participating in a defined activity (e.g. allowing the avatar to be animated, teleported, have items attached, etc., in accordance with the requirements of the activity).  The idea is that rather than having to constantly give permission for objects, etc., to act on your avatar while participating in an immersive activity, you give a single OK at the start of your participation, and then no longer be distracted by additional dialogue requests. The permissions within the Experience Tools comprise:

  • PERMISSION_TAKE_CONTROLS
  • PERMISSION_TRIGGER_ANIMATION
  • PERMISSION_ATTACH
  • PERMISSION_TRACK_CAMERA
  • PERMISSION_CONTROL_CAMERA
  • PERMISSION_TELEPORT

Note that permissions such as DEBIT (i.e. take money from your L$ account) are explicitly excluded from the Experience Tools, and must still go the normal route of requesting permission from the user.

What is an “Experience”?

An “experience” in this context can be almost any immersive / interactive environment within SL where the user needs to provide permissions for objects, etc., to interact with their avatar. A list of examples of experiences might include:

  • A game or puzzle or hunt or quest which requires the use of a HUD and / or which requires certain items are attached to an avatar
  • An amusement park where every ride requires the user gives explicit permissions to every ride they take
  • A tour of an art or historical installation which utilises multiple teleports and / or the use of HUDs.

As noted above, within an experience, the user only needs to give permission to scripts and objects to interact with their avatar once, when they agree to participate in the experience.

Linden Realms, launched back in late 2011, was something of a precursor to Experience Tools, inasmuch as by entering a Linden Realm game area, players gave implicit permission for certain actions to be carried out on their avatars – HUD attachment, teleporting – without the need to explicitly allow each activity within the game. The difference between it and Experience Tools, is that with the latter, users must still  explicitly give that initial permission for objects, etc., within the experience to interact with their avatar.

Linden Realms, launched in 2011, was an initial release of what were to become known as the Advanced Creator Tools, the forerunner of the upcoming experience keys / permissions
Linden Realms, launched in 2011, was something of a precursor of what has evolved into Experience Tools / Keys

During the initial deployment, experiences using the Experience Tools will be restricted to running at the region / estate level for private islands / estates and parcel level for mainland. They will require white listing by the land owner in order to run. However, it is possible that the capabilities will be extended in the future to allow grid-wide experiences to be created (e.g. a grid-wide hunt involving multiple regions / mainland parcels). When / if implemented, this will mean:

  • Private estates / regions with access restrictions will have an additional level of access which will allow anyone participating in a grid-wide experience running on that estate / region to access it. However, should they revoke the experience permissions while on such an estate / region, they will be teleported away in accordance with the estate’s / region’s access controls
  • If a user opts not to take part in a grid-wide experience at one location, their refusal to do so applies to all locations running the same experience (so they do not have to keep refusing to participate when travelling around the grid).

See How it Will Work, below, for further information on allowing / refusing experiences and revoking permissions.

Continue reading “SL projects update 25/2: Experience Keys (Tools) overview and beta information”