Update Aug 25th: The region is now open. See the link at the end of this article to visit.
This weekend, the Firestorm team will be launching a new in-world venture: the Phoenix Firestom Support island.
The region is designed to serve two purposes. One is to provide help and support for users of any calibre, via the use of in-world tutorials supported by real life help in the case of users new to SL, and via the provisioning of an area more focused on providing real life help for users more familiar with SL and the viewer. The second is to provide an in-world base of operations to support Firestorm users in particular.
Firestorm’s new support island
The region is somewhat mindful of the old SL Orientation Islands where new users to SL learned about the basics of the viewer and how to do things – so much so, in fact, that I was half-expecting to find a beach ball and table during my preview explorations :). While neither turned up, I did smile on coming across a large and talkative phoenix, itself a reminder of the OI parrot…
However, this is not to say that the region has been deliberately modelled on the old Orientation Islands. As Jessica Lyon, the Phoenix / Firestorm project lead pointed out to me as we discussed the island and the ideas behind it, it’s a matter of form following function. A relaxed and visually pleasing tutorial path with few distractions naturally lends itself to this kind of open-air approach.
The main element of the region is a path which leads people around the island from the arrival point, taking them past various lessons in gaining familiarity with Second Life and the viewer. These are very much focused on “learn by doing” – such as jumping over a fence to understand walk / jump – and are very clearly and cleanly presented, and obviously intended for the more novice user.
Arrival point
The signs are clear and concise, and while based on Firestorm running in a default mode (i.e. with the pie menu active), they easily translate to other viewers, whether they are using pie or context menus.
Within this sits a central area where questions about Second Life and viewer use that go beyond those that tend to be asked by “new” users can be addressed. This can be reached via a bridge from the outer area of the island or via a teleporter located at the arrivals point.
The central area, where the more experience user can seek focused assistance from staff and mentors
A key aspect of the region is that is designed to be staffed. Although it had originally been hoped that in-situ help relatively small, things haven’t quite work out as originally envisioned. “Our original plan,” Jessica told me, “Was to have a first entry to SL region for zero – 30 day accounts only, and would staff it with our own support staff and a careful selection of mentors/helpers. We have a RegAPI from LL [which would allow Firestorm to run a sign-up page and deliver new users directly to the region]. Unfortunately, it doesn’t work with “Resident” last names, so we had to switch to plan B. Plan B is to open the region to the public, and heavily staff it with mentors and helpers to ensure new and old residents alike get real help from real humans.”
As a result of the switch to “Plan B”, and to ensure the island is properly staffed, invitations to participate have been sent to the RHN, White Tiger Mentors, Mental Mentors and other groups. One potential benefit of this is it will help ensure there’s a much more diverse wealth of experience on-hand to deal with viewer-centric questions than might otherwise be the case were the island solely staffed by Firestorm-focused volunteers.
At the start of the month, Hypergrid Business reported on Linden Lab’s removal of support for the –loginURI parameter from versions of the SL Viewer.
This command is most commonly used to modify the command path used to launch the viewer, allowing it to connect to grids other than Second Life. It has already been removed from the latest development ad beta versions of the viewer, and as such will find its way to the release version in the near future.
For the majority of people who use the official viewer and only access Second Life, the announcement passed largely unnoticed. Even among those who do routinely bounce between Second Life and other grids using TPVs, the impact of the change was minimal – most viewers openly supporting access to both Second Life and OpenSim grids tend to do so through the use of a grid selector / grid manager option – which remained unaffected by the change.
The Shape of Things to Come
However, the removal of support for –loginURI was the tip of the iceberg.
In April of this year, Linden Lab announced a sub-licencing arrangement involving the Havok physics engine. While there is already some Havok functionality evident in the viewer as it is (used in conjunction with mesh uploads and pathfinding), the licence arrangement enables Linden Lab to develop a library of Havok functions for the viewer. In time, this may prove to have significant benefits for Second Life; however, there is a catch.
Once the new Havok libraries are in place and available for use, the terms of the sub-licence require that any viewer accessing them only connects to Second Life. Period. Ergo, no grid selector, no grid manager and no support of –loginURI or any other means of provisioning OpenSim log-in support for such viewers.
In other words, once the arrangement is up and running, those TPVs that currently support both Second Life and OpenSim access, and which are eligible to make use of the new LL Havok libraries, have to make a choice as to their future direction:
Do they sign-up to the new sub-licence agreement to gain access to the new libraries and completely forgo any OpenSim support they may have provided?
Do they fork their development to provide two flavours of their viewer – one configured to access SL only and make use of the new Havok libraries, the other specifically aimed at OpenSim and unable to access the Havok functions?
Do they abandon SL altogether and instead focus solely on OpenSim?
Do they perhaps opt to forgo the use of the new library functions and continue “as is”, ignoring any new capabilities provisioned via the Havok libraries?
The option to fork development between SL and OpenSim probably comes down to matters of bandwidth, maintenance and audience. Does a TPV have the bandwidth to develop two flavours of viewer? Does it enjoy a sufficiently largely audience in both SL and OpenSim to warrant the time and effort needed to do so?
Firestorm
The Firestorm team announced in June that they would continue to support both Second Life and OpenSim by forking the development of the Firestom viewer between the two in the near future (if this has not in fact already happened in the intervening time).
While one version of Firestorm will remain focused on Second Life, the second branch will be geared towards general support of the OpenSim platform and not incorporate code from Linden Lab that is ring-fenced by the new sub-licence arrangement.
Niran’s
In July, NiranV Dean confirmed Niran’s Viewer would not be supporting OpenSim – although the decision was possibly as much based on a personal preference as having anything to do with the upcoming Havok sub-licence situation.
Dolphin
Now, with the new sub-licence arrangement looming, Dolphin Viewer developer Lance Corrimal formally announced on August 18th that future versions of Dolphin will be solely focused on Second Life as he doesn’t have the bandwidth to maintain three flavours of his viewer across two environments (Second Life and OpenSim). He will, however, be providing a clone of the original repository should anyone wish to fork it and make an OpenSim specific version.
It remains to be seen if other TPVs will make formal announcements and which route they will opt to take.
Looking to the Future
Some commentators, on hearing the news regarding –loginURI, reacted negatively, with some citing the move as a further indication of the demise of SL. These reactions would appear unwarranted. It is unlikely that any split in how either Second Life and OpenSim are accessed is going to have a major impact on either the use of SL or its longevity.
Similarly, while some may be personally inconvenienced (having to move between two viewers depending on whether they are logging-in to SL or an OpenSim grid), it is hard not to see this situation as anything but beneficial for OpenSim. If nothing else, it frees those viewer developers who wish to focus on OpenSim to develop functionality and capabilities within the viewer that are specifically geared to the platform (e.g. much improved OSSL support) and unfettered from any constraints or worries about maintaining compatibility with SL (such as the 4,096-region teleport limit).
Following-on from the TPV/Developer meeting on the 13th July, during which pathfinding was discussed, and the recent roll-outs of pathfinding functionality to the Magnum Release Channel, the Firestorm team have announced that they will be adding pathfinding support to upcoming releases. The announcement reads in part:
What’s next…Pathfinding! We’ve decided to release LL’s Pathfinding work in Firestorm in two stages.
Unless LL changes the current plan, when Pathfinding goes live, all regions will have pathfinding enabled by default, and all objects that contain scripts will be treated as “Movable Obstacles.” Movable Obstacles will have an impact on region performance, so region owners will need tooptimize their regionsby setting scripted objects that don’t move to “Static Obstacles.” To do this, you will need Pathfinding Tools!
So our plan with our next release is to get Pathfinding tools out as soon as we can. This will be based on our 28744 release + post 28744 crash fixes + LL Pathfinding code. There have not been many new additions beyond that since the release, and this is for the best: we expect this code will destabilize the viewer to a degree, since it will be a large merge, and we’d rather base this version on a solid release than on a wild card.
Stage 2 (follow-up release). Release with the Havok Library for NavMesh. Havok will be used to enable viewing of NavMesh, display of object types and AI Preview of object paths.So the second Firestorm release from now will have Havok + stability fixes to the previous release + more of our own goodies.
The two-stage release is unsurprising, given Lorca Linden’s recommendations at the meeting on the 13th July. At this time, no time-scales are available for the releases, because, as Jessica points out in the post:
How soon? Great question, and a very tough one to answer since there are many factors involved that we have little control over. Like…
LL’s timeline to release Pathfinding;
How much Linden code we have to merge into Firestorm;
How many regressions and new bugs we pick up from that merge;
How long it’ll take us to fix them, etc.
But we want to get these out as soon as we possibly can once it’s live on the grid.
Phoenix
Phoenix will not immediately be getting pathfinding due to the amount of work involved in getting the capabilities integrated into Firestorm. Region holders using Phoenix will still be able to disable/enable pathfinding using a viewer-independent console, but for all else they will need to switch to a viewer that supports the full pathfinding tool set.
Wednesday July 11th saw the release of Firestorm 4.1.1.28744. Using the Linden Lab 3.3.3 viewer code base and bringing RLVa support up to 1.4.6, the release includes and extensive range of updates, improvements and changes. I don’t propose covering all of these in detail – that’s what release notes are for – but will attempt to give a broad flavour of what are likely to be the more popular changes and outline where you can find them.
Download and Installation
The download is 32.9Mb in size for Windows, and installation threw out no surprises. As per usual, I did a completely clean install – something that is actually strongly recommended for the release. If you’ve not performed a clean install of a viewer before, the Firestorm team have some notes to help you.
Menus
There are a number of updates to the menus, which can be seen in the table below:
Firestorm 4.1.1.28744 menu updates (click to enlarge)
The World menu gets two brand new options, the Sound Explorer and Asset Blacklist:
The Sound Explorer displays all current sound sources within audible range. The list will continue to update as new sounds are played. Sounds can be located, played locally for you to hear and can be blacklisted. directly from the Sound Explorer. You can read more details in the Phoenix wiki
The Asset Blacklist works with an updated object de-render. With release 4.1.1, objects can now be “permanently” de-rendered (on previous releases, any object de-rendered would re-appear in your view following a teleport or re-log). With this release, all objects so treated are listed in the Asset Blacklist, from where they can be re-rendered if required. You can read more details on this in the Phoenix wiki
Vaalith Jinn’s Local Bitmap Browser has been removed from the Build menu because this release of Firestorm sees the incorporation of Vaalith’s Local Textures functionality, as contributed to Linden Lab (which is also available for clothing and skins uploads). However, all those who use Temporary Textures need not panic – that option is still available as well.
Preferences Changes
There has been further rationalisation of the various Preferences tabs. I’ve summarised the updates in a PDF file for ease of reference, and will focus on the notable changes here.
The most significant additions to Preferences are the new Crash Reports and OpenSim tabs.
New Crash Reports tab
The Crash Reports tab offers an enhanced means of supplying crash reports to the Firestorm team and includes a link to the team’s Privacy Policy.
The Firestorm team recently repeated their commitment to support of the OpenSim environment, and this tab can been seen as evidence of that. However, given Linden Lab’s requirements around the Havok sub-licence arrangement, this tab is liable to be vanishing from future “SL flavours” of Firestorm once the new sub-licencing comes into effect.
OpenSim Grid Manager
One important element in Preferences that needs additional emphasis is the option to Enable Lossy Texture Compression, found under GRAPHICS->HARDWARE SETTINGS. This enables texture compression during rendering, which can give improved performance and a smaller graphics memory footprint – but at the cost of lower quality rendered textures which may end up pixellated. As such, it is not recommended that this be enabled unless you have little video memory on your system.
Buttons
There are two new buttons making their début with this release:
Fly – a dedicated button to enable you to easily fly
Region/Estate button – provides access to the Region / Estate floater (WORLD->REGION DETAILS or ALT-R).
Additionally, buttons now display their keyboard shortcuts in their tool tips.
Floaters
In addition to the options that can be set for various floaters in the updated Preferences (see the PDF file linked-to above), a number of the floaters themselves have new or revised options:
AO floater: A new safeguard added to the DELETE THIS ANIMATION SET button so that everything that’s not an animation link is moved to “lost and found” to prevent accidental deletion
Appearance floater–>Edit Outfit – now includes the Local Textures picker (from the gears button) for testing self-made skins and clothes
Conversations floater
Contacts tab uses new coloured icons for options (Friends can see when you’re online, etc).
It’s been relative quiet on the Viewer front of late. However, there is now news emerging about two TPVs: Kokua and Firestorm.
Kokua
Nicky Perian has updated the Kokua code on Bit Bucket to release 3.1.1.22989(Beta-1), dated June 11th. Available for Windows and Linux, it is unclear as to how “official” this release is – there is no blog post associated with the release, nor does it appear on the Kokua wiki download page. Notice of its arrival has, however, been doing the rounds on Twitter.
I’ve not had a close look at it as yet, but it appears the release is more about bug-fixing and general enhancements of the current code (with fixes code that addresses both SL and OpenSim) more than prepping a major release and shouldn’t be treated as such – or even as a recognised experimental until the team release further information. As it stands, the release still references itself in places as the “Second Life Viewer” rather than Kokua, again indicative that this is very much still a work in progress. One thing it does do away with is the console window that would open on starting the Windows version of Kokua (and which you had to keep open while logged-in to SL in order to avoid the Viewer crashing).
I’m not recommending the release be put to general use – that is down to the Kokua team; rather I’m reporting that the version’s availability has been reported on via Twitter. Those wishing to know the exact status of the project should keep an eye on the Kokua blog, where hopefully there will be an update soon.
Firestorm
After an extended period of quiet from the Firestorm end of things, I recently noticed Jessica Lyon logging back in to SL once more after what appeared to be something of a period of absence. She’s provided a blog post at Firestorm entitled “Progress Report” , which indicates that the team had in fact eased off from development; with some taking an outright break from things, as burn-out was becoming a factor.
The announcement highlights three things:
The team has new developers in the form of Holy Gavenkrantz, who has been a regular code contributor to both Firestorm and Phoenix, and Armin Weatherwax who, co-incidentally enough given the information on Kokua above, was formerly a lead developer on that project
And update on the status of the Firestorm 4.1.1 release, which is still officially labelled “coming soon” but which will include various requested tools and capabilities including Growl support, an LSL pre-processor, additional Windlight effects an “improved build floater”, and a host of goodies
The news that the team is branching development for Firestorm between Second Life and OpenSim.
This last point is interesting, as Firestorm has been gaining popularity among OpenSim users (Kitely even set it as their default Viewer).
The use of Viewers to access both SL and OpenSim has been the subject of much debate in the last couple of months since Linden Lab announced they were sub-licencing elements of the Havok physics engine. This requires that any applicable Viewer using the licenced code to only connect to LL’s own servers. In May, Jessica gave a hint that the Firestorm team were considering their options vis-a-vis SL and OpenSim, commenting on SLU that:
There is the possibility that we could have Havok code disable when the viewer is not logged into the SL grid. I have asked Oz if this would be acceptable and he is looking into it. If it turns out this is NOT acceptable, we will provide two versions of our Firestorm viewer. One for SL and one for everything else.
While she has not followed-up the comment with further information directly, it would appear from the blog post that – for whatever reason – the Firestorm team has opted to take the route of developing two flavours of the Viewer. It will be interesting to see how this actually plays out.
Firestorm 4.0.1.27000 has rolled-out alongside Phoenix 1.6.1.1691, and brings with it a whole host of changes – including the implementation of the team’s take on the Flexible User Interface (FUI).
As is common for Firestorm, it is recommended that you perform a completely clean install with this release.
The changes to the Viewer are apparent from right off the bat: on logging-in for the very first time, a pop-up is displayed asking you if you wish to have which Viewer you are using displayed in the Phoenix / Firestorm support group chat windows – a requirement resulting from the recent TPV Policy changes. Clicking Yes will append “(FS)” after your name when using Phoenix / Firestorm support group chat sessions, clicking No will not display your Viewer choice in the group chat. This is a one-time only pop-up, and only occurs the very first time you use Firestorm (just check the box above the options). Should you wish to change your mind later, you can enable / disable the option directly through a Phoenix / Firestorm support group chat window.
The FUI
The biggest single change to this release of Firestorm is the adoption of LL’s 3.2 FUI – although with the exception of a single button on the left side of the screen, you’d actually be hard-pressed to know Firestorm is now using the FUI. Quiet and full of cunning is the Firestorm team…!
The new UI: only a single button reveals the truth…
If you do need further proof that this is FUI, simply right-click on the buttons at the bottom of the screen and select TOOLBAR BUTTONS; the familiar button picker toolbox will be displayed – and is filled with a tidy range of additional buttons beyond those offered by LL.
Buttons: we haz them
As is common with V3.2-based Viewers, buttons can be placed to the left and/or right of the screen and/or along the bottom of the screen, and can be displayed as text or icons or both. However, in a welcome departure from the norm, buttons on the bottom of the screen can be left / right aligned and those on the left or right aligned to the top or bottom, rather than simply sitting in the middle. Hoorah!
Button alignment and size options
Additionally, and allowing for your screen resolution / size, you can set the buttons along the bottom so that they:
Fill the available space (as shown above, where they fill the entire space between the chat bar and the right side of the screen), and will dynamically resize according to how the chat bar is sized
Will auto-size themselves to the smallest possible size (depending on whether you opt to use icons, labels or icons and labels & the number of buttons on the bar, this may cause the buttons to wrap over two or more lines
Will fix the buttons to a given size (again, depending on the amount of space available, this may wrap the buttons over two or more lines)
Auto-sized buttons
In another move away from a weakness in the FUI, the chat bar in Firestorm is, by default, anchored to the lower left corner of the screen – again: hoorah!
Gimme Some Skin(s)!
Firestorm has, for a goodly while, had an appearance option in the log-in splash screen offering a set of default UI skin effects. These were called Phoenix, V3 and Hybrid. The Firestorm team caught a lot of flak over the use of “Phoenix”, because the UI didn’t look like Phoenix when used.
With 4.0.1.27000, the appearance option button is still there – but it now has four buttons, and does a whole lot more. For a start there are now four options:
Firestorm: which displays the default skinning and look seen so far in the screen shots in this article
V3: displays a more V3.2-like feel to the viewer (the chat window includes chat headers, etc.) and uses Hitomi Tipomi’s Starlight skins
Hitomi’s Starlight CUI option is also available from PREFERENCES->SKINS, which allows you to set custom button colours, etc.
Hybrid: uses the MetaHarper skin and utilises a degree of transparency around various elements of the UI (such as the buttons)
However, it is the final option – currently still called “Phoenix”, but potentially to be re-named “V1” – that should silence critics over the use of the “Phoenix” label. Here’s why:
Firestorm goes V1
Obviously, the UI isn’t totally V1 – “Radar” is called “People”, the menus are still the V3.x menus, pop-ups may not appear as expected – but various additional options (such as IM notifications appearing in the chat console, bottom left) can be set through Preferences. Given the layout has been built from scratch by Zi Ree, herself a V1-style Viewer user, this should satisfy the requirements of most who prefer that look and feel, offering a more than acceptable compromise.
Snapshot Floater Update
Snapshot floater updated
Firestorm 4.0.1.27000 sees the snapshot floater overhauled, with the “slider” effect used on the Build floater being used to open / close the additional snapshot options. PLUS – in a move that will have many cheering – you can now send snapshots to your web profile feed!
Direct Delivery and Other Bits
With Direct Delivery due for roll-out on Wednesday 21st March, this release incorporates the required support for Received Items.
This release also gets the Destination Guide floater (re-worked by Leyla Farazha) and the Avatar Picker floater common to Viewer 3.2 (and their associated buttons).
There are a host of other fixes, tweaks and revisions all of which can be found in the release change log (complete with originator attributions), and which include:
Growl support for Windows (still a work-in-progress)
Optional viewer tag colors based on distance (chat, shout, beyond shout range)
Option to include distance to other avatars in their name tag
Toolbar buttons for area search, statistics, web browser, debug settings
“Eject from Group” on the group participant context menu
RLVa updates
Ability to hide empty system folders in a dynamic way
The AO button is now a single button for configuration with an inset button for turning AO functions on / off.
Feedback
Possibly one of the most anticipated Firestorm updates since the Viewer was first launched, this release packs a lot into it, and it is clear the entire team has worked hard to incorporate a lot of features and people’s feedback, and rise to the challenge of producing a Viewer that can meet the needs of a very diverse audience.
And I think they’ve succeeded.
There is much here to please those who still feel frustrated with the V3.2 in terms of buttons and alignment, those who like the existing Firestorm layout and those who prefer a V1-style approach to their Viewer. Equally, there are probably a couple of things that are going to be missed for those who liked them, such as the Sidebar-like sliding of floater from the right side of the screen (although obviously, panels can be moved there and will persist on opening between log-ins). But we should all try and move with the times…
Performance-wise, this release is on a part with other Viewer releases of late, with fps rates around the mid-30s on reasonably busy sims, dropping to mid-teens with shadows enabled. I’ve not run the Viewer fast or hard enough as yet to really consider stability, but in logging between appearance settings I didn’t have any of the “locking up” on log-out I’ve experienced of late with 3.3.0.24880 (in particular) and .24882.
While it may be my eyesight and the lateness of the hour, shadows appear to render somewhat more sharply with this release, and I’m finding myself wishing Firestorm has a gamma correction capability for photography – but we can’t have everything!
I’m particularly enamoured of the button alignment / autosize functions. These have allowed me to retain the look-feel from 3.3.0.24882 and be able to position my custom “multi-HUD” where it is both within reach and nicely tucked out of the way. Coupled with the anchoring of the chat bar, this alone makes this release of Firestorm a winner in my book.