Server Deployments Week 15
- As reported in the first part of this week’s update, there was no Main channel deployment on Tuesday April 9th, the result of issues arising with the previous week’s RC deployments, which LL wanted to fix rather than having them propagate across the grid
- Magnum retained the same package as week 14 (Monty Linden’s next batch of HTTP updates) and a fix for a crash mode
- Continuing issues in getting the anticipated updates for the BlueSteel and LeTigre deployment packages ready meant that on Wednesdays April 10th meant that these two channels received the same package as the Magnum RC channel.
The switch-out with the Magnum code being deployed to BlueSteel and LeTigre meant that those regions “lost” the new LSL Animation Override capabilities – existing scripts using the capabilities will still run, but new scripts using the functions cannot be compiled.
Materials Processing
Viewer Update and Documentation
Discussing the materials project at the Open-source Development meeting on Wednesday, April 10th, Oz Linden indicated that an updated version of the project viewer should be available shortly – possibly by the end of the week, as “lots of fixes are accumulating”. In the meantime, a mixture of Linden Moles and volunteer users are working on materials-focused updates to go into the Good Building Practices guide to help other users get to grips with materials processing and optimising things for SL use. In the meantime, the Materials Data information on the SL wiki continues to be updated.
As pointed out by Mona Eberhardt in the comments relating to materials in this blog, Laverne Donat has produced a very tidy and short demonstration of materials in SL, which I’m including here.
Alphas, Transparency and Costs
Laverne also asked, via Plurk, if and how a specular map can have transparency with the materials processing, before going on to comment (via my blog) that, “After some testing, it seems that you can get specularity with diffuse maps with alpha masking, but not with diffuse maps with alpha blending. I don’t know what the intended behaviour is, but that’s how it works at present.”
This prompted Geenz Spad to reply, “The intended behavior (eventually) is that alpha blended objects will be able to support both normal mapping and specular mapping. Currently this is a work in progress, and due to its current state, it hasn’t been added to the viewer just yet.”
As Alpha Blending is currently the Alpha Mode which is unaffected by the materials / LI accounting situation which has been reported by Qie Niangao, I asked Geenz if Alpha Blending was liable to “trip over” into the LI accounting system, rather than being “grandfathered” (as currently appears to be the case). He further clarified the situation by replying, “Only if you use other material parameters (such as specular mapping, normal mapping, etc.). The only reason why we didn’t add support for shiny on all semi-transparent surfaces, is because it would break content.”
Future Development
In terms of future development, it is unlikely that anything will be happening soon, other than enhancements / fixes for what is currently in the project viewer. While there is a roadmap for future features and additions to the materials system, the Lab is wisely not commenting on plans and direction at this time. Rather, they prefer to see what the overall take-up with the new system is over time and how people start using it (which may in turn affect how and what the Lab decides to do with regards to a “materials round 2”). However, one thing which does appear to be clear is that there are no plans within the current roadmap to extend materials processing to include avatar skins and clothing layers.
AO Capabilities Update

Although it did not get deployed in week 15 (but should see the light of day in week 16, commencing Monday, April 15th), the update to the new AO capabilities which should have reached BlueSteel and LeTigre is intended improve compatibility between the new animation override system and other scripted objects that animate avatars (such as poseballs). The update was developed as a result of Code Violet raising a JIRA (BUG-2164) pointing out that the new capabilities did not “play nicely” with things like sit animations in poseballs / furniture.
Maestro Linden, speaking at the Best Server meeting on Thursday, April 11th, described the situation thus:
If a user had a custom ‘sit’ animation set, the seat wouldn’t be able to stop the animation properly because if the seat called llGetAnimationOverride(“Sitting”), it would get an empty string unless the exact animation also happened to be in the seat’s inventory. Kelly has a nice solution to this problem, which is to make ‘llStopAnimation(“sit”)’ stop your custom animation, if you had overridden your sit animation. Conveniently, this change means that existing poseballs won’t need any updates to play nicely with the new AO system.
The Beta Server meeting saw some discussion on the new AO capabilities, which enabled Maestro and Kelly Linden to offer further clarifications.
Continue reading “SL project updates week 15 (2): Materials, AO capabilities and group bans”






