September LL Zoom call: an update on Second Life

On Thursday, September 25th, 2025 Linden Lab held a further Zoom Call with bloggers and content creators to and update on SL and respond to questions.

The following is summary of the meeting; however, as my aide mémoire audio recording of the meeting refused to play back in full post-meeting, some of the Q&A elements of meeting are absent.

Table of Contents

Note that the order of topics does not necessarily reflect the order in which they were discussed.

New Option for Premium Plus Subscriptions

  • Due to be launched in October 2025, “Premium Plus, no Stipend” is a new option being added to Premium Plus to reduce the annual cost of this subscription level whilst retaining all of the “physical” benefits.
  • This option removes the Stipend and sign-up bonus from Premium Plus, reducing the annual cost by US $105.12 (+ any applicable taxes).
  • For full details, please see: Coming Soon: new option to reduce the cost of SL Premium Plus subscriptions.

Support Update

  • Backlog of tickets for support & trust and safety now down to “normal” levels.
  • Processes for helping users / responding to issues have been streamlined, and further staff have been recruited into the support and trust and safety teams.
  • The focus now is now maintaining the faster turn-around and keeping users satisfied with responses.
  • Support may be expanded in certain areas in the future – this is currently TBA.
The support ticket backlog as of September 2025

SL Viewer Summary

  • A note on the faster release cadence and the highlighting of new features – such as Inventory Favourites with the 2025.07 viewer release.
  • A note that the next release (2025.08) is focused on native Apple Silicon support, which should see a good performance boost for Mac users on that OS, particularly those on newer hardware.
  • Viewer notes and features are covered in my SL Viewer Summaries, Content Creation UG meeting summaries and Open Source Development UG notes (formerly the TPVD developer meeting).

SL Mobile, Project Zero and the New User Experience

Mobile and Zero: Incoming Users

  • The Lab estimates it is now able to get around 10x the people to try SL on mobile / Zero than had previously been the case.
  • This is allowing LL to try small, fast experiments with new users to help them get them started, such as with the on-going current focus on helping new users to dress / customise their avatar.
  • One of these is a new “helper” island where new users can go to for help (e.g. in dressing / customising their avatars, and Project Zero (viewer-in-a-browser). Zero is already geared for this.
  • The aim is to fully on-board new users ASAP to get them engaged.

Retention and Experiments

  • Despite the rise in initial engagement with new users trying SL via Mobile and Project Zero, overall retention of those users is still proving hard – the current figure is only around 7% of those coming into SL are actively being retained.
  • Some of the experiments mentioned in the meeting have involved dropping new users into established locations and hubs, rather than welcome hubs.
  • It was noted by meeting attendees that some of these experiments have not always gone well.
    • One cited example was the use of Ahern, which has become a hang-out for established users, many of whom have been witnessed as harassing and being abusive towards incoming new users.
    • Part of the problem here is that mentors were not aware of these switches / experiments, and so could not attend to provide support.
    • The use of Ahern in particular has now ceased as a result of this feedback.
    • It was further noted that LL are planning to involve mentors in future experiments.
  • The observation was made that established users who are already invested in the platform (as those at Ahern causing trouble appeared to be) and who spend time denigrating / insulting / trolling new users to the point of driving them away is somewhat self-defeating, in that it potentially damages SL’s ability to grow / remain viable as a product through the acquisition of new, engaged users.

User / Community Involvement

  • The question was asked if LL could offer incentives to those users (e.g. club owners) and communities able to demonstrate a track record of being able to attract new users and convert them into retained users.
  • It was pointed out that there is the Second Life Creator Partnership Programme, which includes the potential for incentives to communities, etc, and which includes things like Community Gateways.
  • Brad Oberwager offered a challenge – those who can develop and demonstrate a means of converting new users to retained users through their own means should contact the Lab to discuss ideas and possible incentives.

2025 Week #30 Project Zero User Group Meeting

via Linden Lab
The following notes were taken from the Thursday, July 24th 2025 Project Zero User Group (PZUG) meeting.

  • They are based on the official video of the meeting (embedded below) + my chat log.
  • They should not be taken as a full transcript of the meeting.
Table of Contents

Meeting Purpose

  • The Project Zero User Group provides a platform  for open discussion about Project Zero, the cloud-streamed version of the Second Life Viewer. Topics can range from sharing the goals for Project Zero, demoing the current experience, and gathering feedback to help shape the future of cloud access for Second Life.
  • These meetings are conducted (as a rule):
    • The second and fourth Thursday of every month at 13:00 noon SLT.
    • In Voice and text.
    • At the Hippotropolis Campsite.
  • 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.

Resources

Recent Updates

[Video: 0:00-7:48; initially no sound on the video, as local chat is being used]

  • LL continue to experiment with sending some new users accessing SL via Project Zero to different start locations.
    • Part of July saw these users directed to the sandbox of the Welcome Hub; currently, they are being directed to Ahern.
    • LL is paying attention to what new users do when they get there and how likely they are to come back.
    • There is an intentional move to avoid traditional tutorial zones with these users, primarily because these tutorial areas are focused on the Desktop viewer, and Project Zero, within its emerging UI is starting to differ from the Desktop viewer.
      • There may in the future be a tutorial area designed specifically for Project Zero.
    • Suggestions for other locations new users could be sent to were sought.
  • Work is being carried out to move Project Zero’s Go menu to a sidebar within the browser window, so it operates in a similar manner to the Avatar Picker.
    • The number of available locations on the Go menu may also be expanded to more than three choices.
  • A focus remains on helping new users how to better understand avatar customisation and making new avatars.
  • A further focus is the development of a new web-based (presumably React / HTML5, as has been previously discussed) UI for Project Zero. This is designed to be a simplified UI specifically aimed at encouraging new users to give SL a try.

General Discussion

  • The general discussion revolved in part around further questions of a similar nature asked of users in the July Web User Group meeting. previous meeting: what was your first purchase; have you ever used a complete avatar; what originally brought you to Second Life; why did people say; were the first things you obtained in SL purchased or free; how did people obtain their first Linden Dollars (purchased, camping, etc), etc.
    • Obviously the responses were mixed, and mostly given in text chat.
    • his being the case, please refer to the video.

Date of Next Meeting

An Update from Linden Lab

On Thursday, July 24th, Linden Lab held a Zoom Call with bloggers and content creators to provide a series of updates and take questions on a number of initiatives, changes and issues that have been the subject of recent discussion through forums such as the Zoom Calls, and recent announcements made through the likes of the Meet the Lindens sessions at the SL22B. Table of Contents

The following is an attempt to summarise the discussion and questions raised. Note that the order of topics does not necessarily reflect the order in which they were discussed..

Support: Status and Ticket Backlog

  • Most support issues have a 72-hour (3 business days) SLA for turnaround, with some priority items having a 12-hour or 24-hour (1 business day) turnaround SLA.
  • This includes carrying a “balance” forward of around 1000-1500 tickets
  • There has been a significant backlog of tickets due to things like the support reorganisation in late 2024, but the number of outstanding tickets is being brought down, per the graph below.
Graph supplied by Patch Linden showing the declining in the size of the support ticket backlog
  • In addition, and as Patch indicated at SL22B, weekend support hours have returned, so there is now 7-day a week support from 06:30 through 15:30 SLT.
  • In addition, new in-world support and Discord support options are in development and should be announced soon.

Tilia/Thunes and Pay-outs

  • Recap of the reason for the sale (completed in June, see: LL completes Tilia sale to Thunes: What you need to know). In short, Tilia as a Fintech operation was taking up too much time for LL to effectively manage and build.
  • As anticipated, there were some issues with pay-outs for some immediately following the completion of the sale; however, the majority of these should now be sorted out.
  • Whether the sale will potentially increase / decrease the time taken to complete pay-outs depends on a number of factors:
    • When LL moved to offering real-time pay-outs, Second Life became the target for attempts at fraud by outside forces, and the Lab wasn’t quick enough to catch all cases.
    • Ergo, before moving back towards real-time pay-out, the Lab is now focused on the issue of account security at their end of things.
    • Additionally, LL is looking to Thunes to be able to offer more pay-out options to SL creators, some of which might also reduce the times taken to receive money.
    • However, time frames for introducing the latter are a matter for Thunes, not LL.

Linden Dollar Exchange Rate and the Economy

Concerns have be raised about the recent increases in the Linden Dollar exchange rate (roughly a 5% increase thus far over the course of 2025), with questions on whether the Lab will intervene / cap the increase, and whether the increases were due to user behaviour or system tweaks.

  • The LindeX operates entirely independently of Linden Lab on an open order book basis: anyone can participate in placing buy / sell orders, with matching engine determining which orders can be fully or partially filled. There is no direct intervention by the Lab.
  • One of the negatives of the open order book mechanism is that it is subject to the laws of supply and demand: if the supply of Linden Dollars exceeds the demand for them, the LindeX is going to move.
  • LindeX volumes, 2005-2025

    Whilst the 5% increase thus far over the course of 2025 is concerning:

    • It is perhaps not excessive when seen in terms of the economic disruption going on in the world at large.
    • Across 20 years of history, the LindeX has actually been remarkably stable (see: LindeX Exchange: Market Data and click on the All option beneath the graphs at the top of the page), particularly when compared to more recent crypto-currencies – or even when compared to natural inflation in the real world.
    • In this latter respect, SL might be seen as a city which, for 20 years, has seen almost zero inflation.
  • Quantitatively, the LindeX should have been moving at a rate of around 2% a year, forcing creators to periodically adjust their prices. Had this happened, it would have become the norm, and no-one would have been alarmed at the current increases.
  • That this hasn’t happened is largely down to market sinks – actions that cause Linden Dollars to “disappear” from the LindeX.
    • This tends to happen when the Lab accepts L$ as a payment for something that does not have a real-world cost associated with it (so the Lab does not make money on the L$, nor does it lose money in providing the service for which the L$ payment is made). When this happens, it can cause the supply of Linden Dollars to be reduced, boosting demand.
  • In the years prior to the COVID pandemic (i.e. 2017-2020), the number of sinks had been decreasing, causing the LindeX to rise. However, during the pandemic, demand for L$ rose exponentially, reversing the trend completely. Since COVID the trend has reversed once more, with supply again outstripping demand and leading to the current volatility.

What Can Done?

  • The Lab could directly intervene and change how the LindeX operates, either by becoming a market maker, or pegging the market rate for L$.
    • Neither option is seen as optimal for various reasons (e.g. the perception that LL is now manipulating the market to their benefit; the potential for increased fees to be charged, etc.).
    • However, the market maker is an option the Lab could possibly experiment with alongside the open order book in the future.
  • Currently, two potential actions are in development at the Lab. These are focused on the supply side of things with the aim of alleviating some of the current upward trend. Neither option was specified in the meeting, but one is liable to be launched in the near future, while the other is more medium-term.
  • Longer-term, the solution is seen as redressing the supply and demand balance in favour of the latter. There are two primary ways of doing this:
    • Find the means to introduce more sinks into the market, so that L$ can be “taken out of circulation”.
    • Stimulating demand for L$ – most particularly through bringing more active users in to SL so they engage in the economy (see below for more on this), and through short-term promotions such as the April 2025 50-hour reduction in L$ buy fees.
  • In terms of providing more sinks for L$, the Lab is open to suggestions from the user community at large on how this might be achieved – however, a sink only works if it involves no base cost to Linden Lab. For example:
    • While paying for a subscription (Plus, Premium, Premium Plus) using L$ might some like a sink, subscriptions have a base cost for LL, which is covered by the revenue LL obtains through the fiat money subscription fee. So if L$ are used instead, that revenue is removed and in order to recover it, LL must sell the L$ back into the market, keeping them in circulation and eliminating the sink.
    • The above is also true to ideas such as allowing region holders to pay for multiple regions using L$.

Platform Growth Initiatives

This was both an update on the impact of Project Zero (the viewer in a browser) and SL Mobile in bringing-in new users – and how established users can help with this.

  • Both Project Zero (viewer in a browser) and SL Mobile, together with new on-boarding initiatives and advertising has seen a month-on-month grow in the number of people trying SL over the last three months.
  • This has resulted in a tenfold increase in the number of people trying out Second Life than has historically been the case.
  • However, this is only translating to around a twofold increase in the number of retained users (those logging-in to SL repeatedly over a 30-day period) – or approximately 1 in every 100 who try SL for the first time.
  • While the Lab is trying to improve on this by directing incoming new users to meaningful locations, they are seeking help from users and creators.
  • If creators (e.g. content creators, region holders, etc) / communities can create in-world locations specifically to engage with and encourage new users to become more involved in Second Life, LL is willing to work with those creators / communities to drive incoming traffic to those locations.
  • Those interested in partnering in this way should apply to join the Creator Partnership Programme.
  • As a part of this, LL will also work closely with the creators on these new user experiences / flows to help understand what is working and what is not, where new users might be getting frustrated (and possibly leaving), how to address this, provide relevant stats on all of this, etc. The overall aim being to help iterate and build experiences and processes that result in more new users becoming more fully engaged in SL.
  • For the Lab, the focus is on trying help new users get to grips with the basics – how to dress and customise their avatars – rather than the more esoteric aspects of SL (e.g. managing land and / or Groups).
  • There are some general things existing users can do to help new users.
    • This could be as simple as engaging with them in conversation, to the likes of clubs and stores not blocking access to accounts under a certain number of days (30, 60, whatever).
    • Yes, the latter may mean having to deal with trolls / idiots, on throwaway accounts – but there are tools to help with this, and making new users feel more welcome as they hop around SL trying to find places they might enjoy (and spend L$) than making them feel utterly unwelcome.

Copyright and IP Infringements

A number of meetings with content creators earlier in 2025 raised the issues of copyright / IP infringement, content ripping, and similar (some based around the appearance of a viewer that had a focus on content ripping).

  • In response to the concerns, LL has been pro-active in trying to address the “top” problems with content theft, with those doing so receiving “more than nasty letters”, and as a result departing Second Life.
  • This was supported by the opening of a special support channel to respond directly to matters of content theft.
  • As a broad indicator of the change, the number of reports of content theft (not DCMA filings, which tend to remain constant) has fallen from around 300 per year to just 27 since the new measures were introduced earlier in 2025.
  • Content creators at the meeting largely agreed with the Lab’s point of view, confirming that some of the more notorious content thieves have not gone from SL, and the aforementioned content ripping viewer appears to now be blocked.
  • It is acknowledged that this likely does not eliminate all content ripping completely from SL, but should be taken as indicative that LL and their legal team are not prepared to be complacent on the matter.

July 2025 SL Web User Group

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday July 2nd, 2025. These notes form a summary of the items discussed and is not intended to be a full transcript.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • 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.

General Work in Progress

  •  Still making progress on marketplace responsive work, mostly focused on search.
  • Doing some updates on technical upgrades to critical internal services.
  • Investigations into the current marketplace page response delays.

General Discussion

The meeting revolved around a number of questions asked of attendees.

  • Complete avatars – a series of questions on the subject of complete avatars (as defined by the Marketplace category): How how many of merchants have sold a complete avatars on the Marketplace or CasperVend; do merchants have a higher rate of complaint regarding full avatar sales compared to other items they might sell; did anyone at the meeting use a complete avatar.
    • Given the lack of merchants at the meeting, the first two questions were largely moot.
    • Some at the meeting did indicate they have used complete avatars, but feedback was somewhat limited.
  • A general discussion on very first purchases made in Second Life – for the oldbies in the group, hair was genrrally one of the first purchases.
  • A discussion around a feature request to add a dynamic map to the viewer log-in splash screen. Responses were mixed.
    • Some saw it as an import means of communicating “how vast” Second Life is to new users.
    • Others (myself included) saw it as potentially being confusing / meaningless to new users – as per the the comment on the feature request by Bavid Dailey. How big Second Life is a minor aspect of the platform when compared to providing people with a means to get to the places they want to be (e.g. via in-world portals, by LMs). In all likelihood; new users will barely grasp the concept of a SLurl or how to enter it with the correct format in the (already available) Location field – ergo, adding a scrolling map on the splash screen adds very little to their experience.
    • There is also the question of technical complexity of implementing a scrolling map within the viewer that is up-to-date with the current state of the grid.
  •  A short discussion on how easy / difficult it is to get people engaged in Second Life, and what is required to help get them engaged.
    • Some responses came down to the simplistic (and not necessarily accurate) “single-point” requirement for engagement (e.g. better in-world building tools – while definitely a good-to-have, such tools are still only one aspect of engagement).
    • Others came down to finding the right way to approach people about Second Life (e.g. in my case, by aligning SL to the interests friends have).
    • More broadly, comments encompassed the patience required to understand the complexities of the viewer and Second Life; the perception of Second Life held by people outside of SL (or were once engaged and departed) that the platform is “old”, “dated”, etc., in comparison to modern games.

Next Meeting

  • Wednesday, August 6th, 2025.

2025 Week #26 Project Zero User Group Meeting

via Linden Lab
The following notes were taken from the Thursday, June 26th 2025 Project Zero User Group (PZUG) meeting.

  • They are based on my audio recording of the meeting + chat log.
  • They should not be taken as a full transcript of the meeting.
Table of Contents

Meeting Purpose

  • The Project Zero User Group provides a platform  for open discussion about Project Zero, the cloud-streamed version of the Second Life Viewer. Topics can range from sharing the goals for Project Zero, demoing the current experience, and gathering feedback to help shape the future of cloud access for Second Life.
  • These meetings are conducted (as a rule):
    • The second and fourth Thursday of every month at 13:00 noon SLT.
    • In Voice and text.
    • At the Hippotropolis Campsite.
  • 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.

Resources

Recent Updates

Firestorm Zero

  • Firestorm Zero has – for the time being – been shut down as a streaming option.
  • Those who still had remaining purchased time for Firestorm Zero should have been refunded and received an e-mail notification that the service was being shut down.
  • The reason for shutting it down is primarily related to:
    • The amount of work required to maintain two different streaming products.
    • The need for the Lab to migrate project Zero to a new platform at the behest of their streaming provider, and not having time to also migrate Firestorm Zero in the same period.
  • This does not mean there will never be a further offering of Firestorm as a part of the Second Life streaming service.

New Joiner Workflow Updates

  • There has been a complete refresh of the Lab’s web-based new joiner workflow at join.secondlife.com, which now leverages the Avatar Picker first seen in Project Zero. For more on this, please see A short look at the refreshed Second Life web-based join flow.
  • As a part of this, the sign-up flow specific to Project Zero has also been updated. In particular, the Project Zero web site web.secondlife.com (formerly zero.secondlife.com) has been refreshed so:
    • It now  shows the same backdrop image as now seen on the web sign-up flow.
    • It Includes a slide show of Polaroid-like snapshots intended to illustrate to ne users what people can do in SL, whilst waiting for an instance of the viewer to become available and load in their browsero.
      • My own tests of this suggested that the page will keep parsing through the images seemingly ad infinitum if you cannot be connected to a browser instance of the viewer, rather than indicating this is the case.
The revised web page for launching Project Zero (web.secondlife.com) with the backdrop splash image and the “polaroid snapshots” slide show
  • Overall, these changes  – both to web.secondlife.com and (particularly) join.secondlife.com have resulted in more incoming users sticking around in-world.

Current Focus

  • In line with Philip Rosedale’s SL22B Meet the Lindens session on Wednesday, June 25th (see the video, or refer to my summary of that event for specifics), Project Zero is focused on the new user experience.
  • Specifically, how to get a new user from logging in and choosing an avatar through to customising that avatar so it reflects what they want to reflect, as easily as possible, using the Avatar Welcome Pack content, rather than Senra.
  • This is likely to be an iterative process over multiple months, with a cadence of updates intended to test and refine ideas and approaches.
  • The work will also involve gathering quantitative data on how well the approach(es) seem to be working, and also qualitative data through spending time at areas where people coming into SL are, and watching and interacting with them as they customise their avatar, and gain feedback.

General Discussion

  • Project Zero remains primarily focused on use by incoming new users, with a “very small concurrency” of existing users available to access it.
  • The reason for the focus on incoming new users is because it is easier to try new ideas and iterate on them easier using Project Zero, rather than trying to do so through the desktop.
  • It is recognised that there is a hunger among existing users to try the streaming viewer, and one way to do this might be to start to offer it on a paid basis as was the case with Firestorm Zero. However, this is not something that is likely to happen in the short-term.
  • The current action of Project Zero simply booting a user off when their allotted time is up without any warning / gracefully log-out is something to be addressed in “the very near future”.
  • Whilst the UI for Project Zero largely resembles that of the official viewer, there are differences, some visible (such as the lack of a left-side toolbar button field, and some not so visible.
    • The not-so-obvious difference is that elements linked to buttons are subject to redesign, so that if any are updated – such as Chat – the associated Conversations floater can be redesigned so it does not obscure so much of the in-world view when it is open.
    • These aspects of the work potentially allow elements of the viewer to be displayed outside of the world view, but withing the browser tab, as has been done with the Avatar Picker, leaving the in-world view unimpeded.
An example of a viewer toolbar button (Avatars) causing the Avatar Picker to be displayed within the browser tab, but outside of the Second Life viewer window, leaving the latter unencumbered.
  • A general discussion on helping new users understand customising their avatars – from providing freebies suitable for the bodies in the Avatar Welcome Pack in placing such as the Welcome Hub and locating these together with the teleports to the changing rooms; providing additional help and information boards, etc., within the changing rooms, offering new users a “home space” where they can go to change (much like Sansar had / has), etc.
  • Offering some form of recognised changing room area where new users could experiment with avatar dressing / customisation was seen as advantageous on several levels:
    • It has a familiarity with the way we go about trying clothing in the physical world, and thus is a comfortable environment.
    • It could be used by a new user and a mentor or friend, so the latter can give support and lessons without interruption.
    • It can save on unintended embarrassment (e.g. having a fatpack for multiple different bodies and accidentally wearing everything).
  • A broader discussion on how to offer new users more of an experience in Second Life – should they be prompted / directed on the basis of interest, or should it be free-form? Should users be provided with lists of Groups which share their interests? How can this be done?, etc.

Date of Next Meeting

June 2025 SL Web User Group MP, Zero and a general discussion

The Web User Group meeting venue, Denby
The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday June 4th, 2025. These notes form a summary of the items discussed and is not intended to be a full transcript.

A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary, with sections of this summary times stamped to the relevant points in the video for those wishing to refer to the audio. My thanks as always to Pantera for recording it and making it available.

Table of Contents

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • 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.

General Work in Progress

[Video: 1:51-7:18]

  • Marketplace: work is continuing on making the Marketplace more responsive, both with product listings and with using Marketplace search options & the category responses.
  • Downloads page:
    • Work is being put into adding further language translations.
    • The current drop-down for viewer system requirements is going to be updated to point to the main system requirements page, rather than being a separate listing.
    • The addition of Firestorm buttons to the page, and there are no plans at presents to do the same for other TPVs.
      • The reason given for this the volume of users running Firestorm compared to other TPVs.
      • The flipside to this is that including Firestorm on the official download page both gives the impression of “official endorsement” of Firestorm & further funnels users towards that TPV over others.
  • Project Zero: updates are being made to make it easier for people who still have time available on their Project Zero use to get back to their session (also see below).
  • Work that had been going into the back-end infrastructure is now nearing completion, and should free-up resources.
  • SL Wiki:
    • As noted at the SUG meeting, LL are planning to move away from using the mediawiki platform for the SL Wiki to a new service.
    • Some SL Wiki pages have been ported to Readme.com as a test, but no formal decision as to which platform will be used has been made.

Project Zero (SL  in a Browser) Update

[Video: 8:26-10:44]

  • The URL for Zero will be changing to web.secondlife.com.
  • The current page link for Project Zero at the top of the secondlife.com dashboard page is to be replaced by an actual button.
  • The link to Firestorm Zero has been removed.
  • General web page design improvements.
  • Largely non-visible changes to the join flow for incoming users.

General Discussion

Please refer to the video for details on the following.

  • [Video: 12:11-17:09] A discussion on the CasperVend Sales and Coupons options – who uses them and how.
    • Those at the meeting indicated they tend to use both in several ways (e.g. as a means of providing a discount; as a means include a shared item that is bundled across multiple products;  for event sales; for individual item sales in-store, etc.).
    • It was suggested that LL contact the Mainstore Release Discord group to gain broader feedback.
  • [Video 17:36-28:15 – text] Marketplace unavailability: a comments was made about the Marketplace reporting to be “under heavy load” and thus inaccessible to users.
    • This appears to have been the result of the same kind of DDOS / aggressive and improper crawler bots issue has has been affecting the SL Wiki, and steps are being put in place to prevent it recurring.
  • [Video: 28:24-32:10] SL Wiki: syntax highlight is broken (see: [⚠️ URGENT] SL Wiki: syntax highlight is broken *and* in-world access via viewer is down…). This impacts most pages with function pages with example code.
    • This was apparently the result of an update to the version of MediaWiki LL are running, and fixes are in progress.
  • [Video: 32:17-39:51] A questions was asked on why the main image on a Marketplace listing no longer “zooms” when clicked , and why is there are large amount of whitespace between the image and the options on the right side of the listing page.
    • Juniper Linden indicated that previously, the main image was a modal view of the original image uploaded by the merchant, and the “zoom” was simply displaying it at its original size; now the image is displayed directly within it listing at its original size.
    • The image upload size limitation is still, but the hope is to eventually remove it, and simply have a zoom for very large images.
  • General comments on:
  • [Video:54:51-end] A general question: if people had a single poker chip per year to get something in SL fixed, what would they place it on? Responses included: Secondlife.com dashboard refresh; conversations floater overhaul; shape keys; a complete fix for animation constraints.
  • Overlapping with the above were comments on the state of the Events listings (particularly people posting one event multiple times and how to report them), with and agreement from Kali Linden that it is a mess, and could really do with a ground-up rebuild (resources allowing); in terms of reporting, that is to be referred back internally for feedback on the best way to do so.

Next Meeting

  • Wednesday, July 2nd, 2025.