Freedom Continent develop Adult Gateway

When it was first announced, the Linden Lab RFP for an Adult Gateway caused something of a stir among the Adult community. Just over a month ago, word circulated in-world that the Freedom Continent had won the bid; something that was not officially confirmed until the Adult Content User Group meeting on Monday November 6th.

Freedom Continent is a consortium of experienced Adult activity SL users and sim owners who have come together to provide a pooled resource of adult activities and who have had their sims relocated in-world to form a “mini-continent”. For the past several weeks, they’ve been at work developing the new Adult Gateway, which is located to the south of the current core of Freedom Continent sims.

In all, five sims have been allocated to that Gateway project – a central hub called Zindra Prime, surrounded on all four side by “focus” regions called North, South, West and East. Currently, three of the sims – North, Prime and South – are nearing completion, and work is underway on the remaining two. As such, I thought I’d pay the new Gateway a visit and see what was happening and what the broader plans might be.

The central Adult Gateway hub

The use of “Zindra” in the region names may seem a trifle confusing given none of them are physically connected to the Adult continent of the same name. This is because Linden Lab have decided that the name should be used exclusively with the new Gateway, rather than in reference to a specific geographic region in-world (not that the continent itself will be changing name). As such, the new Gateway represents all Adult activities in Second Life, regardless of physical location or ownership, and will provide a means of entry to those activities for anyone wishing to explore them.

Zindra Prime is intended as an arrival hub and information centre for those who are perhaps exploring Adult activities for the first time. From here, they can explore any or all of the four “compass” sims – North, South, West and East, each of which is specifically themed in terms of Adult content – the North sim, for example is for all activities related to BDSM and the south sim to Gor / medieval.

This has been a deliberate design choice, as Serjourn Daxter, one of the project’s leaders and a Freedom Continent pioneer, explained to me during my visit. “We’ve seen that ‘Adult’ is a far from homogenous term. BDSMers seem to be less than fond of Goreans and the traditional CARP/RP groups are not big fan of others – although some people play in more than one camp. So we have made four focus sims, surrounding the Adult hub.”

Adult Gateway Gor / Medieval hub

Each of the four focus sims has a unique build which reflects the environment it represents and provides a mix of areas that can be used for informational purposes or as shop fronts for Adult communities, sims and stores. Given this, I asked if the various hubs would offer classes for newcomers?

“The central hub will focus on adult in general,” Serjourn replied. “The speciality hubs will focus on their respective specialities. For example, the GOR hub will teach game meters, and the BDSM hub RLV. We will offer small shop space and adboards to let businesses present themselves.”

She continued, “The idea is really – when you come to the adult world, you need to feel welcome, learn basic skills and find your area of interest. So the idea is, you get here and you may or may not have skills. If you lack basic skills, we supply them in the main hub. We help you get to where your interest may be. If you lack, say, BDSM specific skills, your next stop may be the BDSM hub. But we don’t want to send an unskilled newcomer with a desire for sex action to a Gor sim, and certainly not without knowledge of what Gor is.”

And moving beyond the hubs, and helping people to get to where they might want to go? “We will not differentiate where a business is located,” Serjourn stated firmly, “We will gladly share traffic.”

The BDSM hub

As it is, staff – particularly non-English speakers – are being sought, and plans are to have full 24/7 cover on the sims to provide maximum support and assistance to visitors. The hubs themselves are certainly open to exploration and discovery; I spent a pleasant hour wandering between them and getting a feel for things. The builds are clean and simple, display space is plentiful, and region crossings relatively smooth.

Given the layout of the hub sims, I asked if there were plans for expansion. “We offer sim owners the opportunity to join the appropriate sector of continent, subject to the LL fee for sim moves,” Serjourn confirmed. “We have a lot of BDSM sims joining, and we are open for other sims. There are already [on-going] talks with GOR sims. We will have open areas between the sectors, so some sims will always have a water border.”

With working progressing so well, my last question to Serjourn was whether an opening date had been set for the Gateway. “Well, the target is Sunday,” she replied. “Then a week of ramp up and adjustments,” she added, then laughed, “It may be LATE on Sunday!”

There has been a lot of angst generated by the entire Adult Gateway RFP and how it has been handled over the last few months. However, what is being developed in the new Gateway sims looks to be a worthy addition to the Adult community, and will hopefully prove to be a benefit to all parties across the grid.

Update 14th November

In order to prevent confusion over the use of the name Zindra, Freedom Continent have voted to drop the name from the new Gateway. The new hub regions will now simply be called “Adult Hub”, followed by the focus name (so “Adult Hub BDSM” for example). Serjourn did hint this may well be the case during our interview, and a unanimous vote on the part of the Freedom Continent’s management group determined the name Zindra would be voluntarily dropped in order to assist in promoting unity within the Adult community.

Viewer 3.2 launched, I make a few suggestions

Quick note: A couple of other blogs have linked to this piece as a review of the new UI. If you are looking for a review, you can find mine here. This article only references the fact the new Viewer is released, and doesn’t carry any specifics.

Well, well.

After blogging yesterday that Viewer 3.2 had reached Beta – lo and behold, and with no fanfare whatsoever, it’s released!

Apparently there was a blog post about it that Tateru spotted on Monday, but it appears to have vanished into the sub-etha.

Version 3.2.0 (244443), dated Nov 3rd, doesn’t have the latest revisions that the Beta release has – there is no Destination Guide open by default, and there are no translation options on the Chat Preferences, nor does Inventory have the Direct Delivery revision (not surprising, given yesterday’s announcement). The new attach points (Neck and Centre) have yet to appear – although they are in the Beta, so expect them & translate, etc., shortly.

However, everything else I covered in my First Looks piece on the new UI is there – including the direct-to-marketplace shopping button top right of the screen which is liable to annoy many who have in-world shops.

3.2.0 UI

I’m not sure when on Monday the switch-over occurred; I’ve been checking the download page daily of late (sometimes more than twice), and when I downloaded the latest Beta, the release Viewer was still 3.1.2.

Short Random Thoughts on the UI

Given we have a button-based UI, I’m not going to suggest anything radical, but here are some thoughts:

  • Make the Chat  bar optionally “sticky” so that if positioned over the bottombutton area, it displays a-la V1, without the floater surround (i.e. so the “nearby chat” floater title and X to close vanish). This would:
    • Reduce screen space used by the bar
    • Allow a further V1-like feel to the Viewer, helping those moving over from V1 feel more at home
  • Add more button options for greater flexibility, for example:
    • Environment settings to access the Environment Settings floater (and add sun positions as buttons on the floater)
    • Quick Preferences button, a-la Phoenix / Firestorm, that provides access to frequently used options such as the Draw distance, Particles count, Height offset, Physics and LOD sliders, etc, and WindLight presets

Button floaters were an idea that crossed my mind as well, but I’m not convinced they’d be a benefit.I hope the code is such that TPVs adopting the UI can add their own buttons easily enough.

I’m a little surprised that the improved camera controls / floater still hasn’t appeared and can’t help wondering what LL are doing with it.

Would also be nice at some point to see some form of client-side AO option included in the Viewer. TPVs have these as standard, they don’t impact on the sales of AOs (as people still need the walks, etc.). On that subject, LL, isn’t it about time the default waddle was reworked into something of a “unisex” walk?

Anyway, random thoughts aside, if you’ve not given the new UI a test, I recommend you do, even if you’re not a regular official Viewer user – it’s worth a look-see, and even if buttons aren’t to everyone’s liking, they at least allow a greater flexibility of approach to screen layout – and even allow a sort-of pseudo Viewer 1.x layout.

Updates: 9th November

Two excellent JIRAs on the UI have been raised, and they are certainly worth Watching (which, as we all know, is the new Voting – although putting in a vote as well won’t do any harm!)

  • VWR-27388 – make all menu options draggable to the button areas – thanks to Pat Perth
  • VWR-27455 – make button groups repositionable within the button areas (i.e. move to left/right or top/bottom edge of placement areas – thanks to Gwyneth Llewelyn
  • I’ve also raised a JIRA for the addition of a “Quick Preferences” button to access specific sliders: VWR-27457.

Also on the 9th, LL’s blog post on the Viewer reappeared, together with a number of links:

This post also included information on my.secondlife.com Direct Messaging, which I covered last month.

LL move to continue built-in Viewer translation

As most know, changes to the Google translation services are coming. The v1 service was depreciated in May of this year while free access to v2 service was discontinued for “new” application requests on the 24th August (access switching over to their paid service), with all existing access to the free service started prior to the 24th August due to be discontinued from December 1st.

The Lag – via Oz Linden mulled over alternatives for a time, via JIRA, and this has resulted in two options for continuing to use an in-built translator in the future, by using either the paid-for Google Translate API, or by using the Microsoft Bing translation API.

The new translation options are not live as yet, but can be seen in the latest Development Viewer (3.2.2 (224260) or above or the latest Beta Viewer (3.2.1 244227 or above and which also has the new Viewer UI incorporated in it).

Accessing the Translate Options

To access the translation options, go to PREFERENCES -> CHAT and click on CHAT TRANSLATION SETTINGS. This will open a further floater:

New translation service options

As can be seen, the Google translate option is retained – but you’ll have to sign-up and pay for the service yourself.

The Bing option provides a means to continue with a free translation service, but will require you register for a WindowsLive ID, if you don’t already have one.

Using the Bing Translator Service

To obtain a Bing AppID:

  • Click on the Bing AppID link in the floater. If you have a WindowsLive account and are logged in, you’ll be taken to the application registration page
  • If you don’t have a WindowsLive account or are not logged in, you’ll be taken to the sign-in registration page
  • Once you are signed-in or have gone through the registration / verification process, you’ll be taken to the application registration page. This isn’t a terribly helpful page, but essentially:
    • In Application Name type “bing” or “bing translator” (although I get the impression just about anything will work)
    • Fill-out the rest of the required fields and accept the terms & conditions
  • Clicking SAVE takes you to your Applications page – this may take a while to load, (and may even time-out – did on me the first time) – but it should eventually display the application name you gave, and an ID – highlight and COPY this
  • In the Viewer Chat Translations Settings floater:
    • Check ENABLE MACHINE TRANSLATION WHEN CHATTING
    • Click the Bing Translator API radio button
    • Paste your copied AppID into the Bing AppID field.
    • Click OK
  • Close the floaters and away you go!

Note that as this is a Development Viewer, as such details on the Chat Translation floater may change between now and it reaching a formal release (work was still on-going last week).

New Viewer UI reaches Beta

I actually missed this at the start of the month (blame it on my birthday and work…). The new Viewer UI has taken a step closer – it’s now at Beta (3.2.1 244227), and includes all the latest revisions, including:

Interestingly, the Direct Delivery Received Items section of Inventory, that was present in the Development Viewer is not present in the Beta release (nor is it visible in the latest Development Viewer release (3.2.2 (224260)). Is this an indication that LL are heed calls from merchants not to release DD before the New Year, or that the code slipped into the earlier Development releases in error?

I’ve taken it for a quick spin, and found performance to be equitable to earlier releases, and other than the translation and Destination Guide tweaks, I’ve not come across any significant changes – but it was a quick spin.

Given the UI is now in Beta and caveating the DD situation and – more importantly – the progression of the OpenGL fixes, this could be taken to mean the UI will be in a release update sooner rather than later – although admittedly not as soon as part of me thought LL might shunt it out.

Project LR: there’s a new game in SL

Game play in SL is becoming “official” as LL slip out a new project. Called “Project LR”, it is currently in beta and available only to those of you with Premium accounts – so pooh to me where trying it is concerned!

Project LR is, to quote Rand Linden, “A fun, creative, and engaging virtual experience produced and provided by Linden Lab.  Project LR takes you through basic exploration and game play, where you can earn Linden dollars by gathering gems and completing quests.”

The project apparently comprises 12 regions currently (Prokofy has one or two pictures from a visit) in operation, with a further 24 apparently waiting in the wings.

Project LR: 12 sims right now

Project LR is a game that appears to have grown out of a demonstration given at SLCC-2011 by Durian, Esbee, and Gez Linden. That demonstration introduced the use of basic gaming mechanics into the SL environment and encompassed a few interesting features. While that demonstration was not intended to be seen on the Main grid, it was fairly evident from comments given that the ideas being developed within it would eventually find their way into SL.

An element of the game demonstrated at SLCC-2011

The Project LR game appears to be quest-based, and provides the opportunity to collect gems that can be exchanged for Linden Dollars. Elements of the game require you seek-out certain things, while other can lead you into a lot of trouble – and “death”. Interestingly, the game utilises something that may be new to some in SL, but which is quite familiar to those who use the Restrained Love API: forced teleports. Get “killed” in the game by one of a variety of means, and you are force-teleported to a “resurrection circle”, where you can resume your quest.

One of the items to find in your quest

It’s also interesting to note that, when demonstrating their initial game at SLCC 2011, Gez and Esbee pointed out they were trying to achieve results without the complication of HUDs, etc. – but Project LR does in fact utilise a HUD. I can’t help wonder if this is to perhaps help ease fears some might have about the entire idea of enforced teleports by providing the security that it can only happen when in the LR sims and wearing the game HUD. Or the HUDS could, of course be down to the fact that hey couldn’t simply work the game any other way :).

The HUDs also include other functionality, and are auto-attached to you when you arrive on the game regions. This is to avoid the need to access your inventory, etc., and get you straight into the game itself. The auto-attach is labelled as non-standard SL behaviour, but one cannot help but feel it may have its origins in RLV, with a bit of tweaking from LL. A further tweak is that the HUD actually vanishes when you log-out of SL, to avoid compromising people’s inventory.

Game HUD

To access the game, and possibly to facilitate the auto-attachment of the HUD, people cannot simply teleport to the game regions. They must instead go via one of a number of in-world portals. These are currently located (I’m informed) near the Premium account gift kiosks – whether this remains the case, or more appear elsewhere when the Project is open to all remains to be seen. Access to the regions is also limited – if the limit has been reached, the portals will reject attempts to use them. I assume this is to keep on-sim numbers to a manageable number without overly impacting performance (and is probably why another two islands of 12 sims apiece appear to be waiting in the wings for development).

Those that have been fortunate enough to try-out the game have given feedback that ranges from “Nintendo-esque” through to reports that while they went for a quick try, they ended up staying for over two hours and got thoroughly immersed in things.

Without having seen it for myself, I can’t really comment on the game per se, but it is clear a lot of thought has gone into it, and it potentially serves a useful end as well as being a lot of fun for those that try it. It will be interesting to see if any of the capabilities used within it do find their way into more widespread use – one can immediately see that a “guidebook” HUD that can be attached when arriving on a sim and poofs itself on departure and which, between times, provides a ready means of teleporting around locations of interest, and provides links to supporting web pages or whatever, could be something sim owners would end up drooling over (to name but one possible application outside of all the gaming opportunities).

In fact, while writing this piece, I see Rodvik himself has commented on that aspect of what’s coming, as well as the game itself:

“Yes glad you are enjoying it. As I mentioned back in SLCC we wanted to go through all the pain of reducing friction to make more interactive experiences ourselves and then pass on those tools to our content creators [my emphasis]. It will be on Premium for beta test for a while then we will roll it out to scale later. After we get it working at scale we will roll out the tools and our creators can make some great stuff.”

What else may emerge from this in terms of Viewer UI enhancements, improved camera controls, or whatever, will also be interesting to see – if indeed, any part of this does have impact on the emerging new Viewer 3.2 UI.

One thing is clear – there are some interesting and potentially useful / exciting new wrinkles entering the world of Second Life. I envy those who will get to blog about it ahead of me!

Project LR is currently in Premium Beta – accessible only to those with Premium accounts. Read more in the FAQ. A portal to the game can be found at Nysray.

Watch out – your avatar is about to get it in the neck (but in a good way)

There have been a couple of recent Viewer updates in the last 24 hours. Yesterday I reviewed the latest Exodus Viewer release; it wasn’t alone – Dolphin 3 also saw a new release – 3.1.1.21151.

Both of these are interesting as they include support for two new avatar attachment points: Neck and Avatar Centre.

  • Neck will allow the wearing of items at the neck point (such as necklaces, collars, etc.), which will move with normal avatar body movement
  • Centre is a “fixed” attachment point which is static – so it does not move with your avatar’s movements (i.e. in response to an animation such as a dance, etc). This allows attachments that do not need to be seen to be attached to the body, or can be used with reference to vehicles, etc.
New attachment points

Both attachment points are also available in the latest SL Development Viewer (3.2.2.244260 or above) and in any self-compiled builds from the latest Firestorm code release.

There are a few things to remember when using these new attachment points:

  • As one might expect, items will require a degree of adjustment to fit correctly – especially on the Neck attach point
  • Don’t use the Avatar Centre point for anything you wish to be visible and needs to move with your avatars movements – it won’t. Avatar Centre isn’t the place for skirts and belts, unless you want them standing on their own on the dance floor while you gyrate!
  • Until the code is fully supported across all Viewers, to anyone not using a Viewer supporting these attachment points it will appear as if you’re wearing items incorrectly (as with the old Emerald multi-attach issue). Once the code is absorbed into all Viewers, this issue should go away.

If I’m totally honest, there is perhaps too much movement encountered with the neck attachment point – if your AO causes a lot of natural head movement, you may find necklaces, etc, vanishing into your collar bones or into your chest rather a lot. Those familiar with wearing collars may find that rather than the collar remaining relatively static compared to head movements (as when attached to the Spine or Chest points), the collar moves rather disconcertingly.

However, if you want to try the ne new attachment points out, why not give the SL Development Viewer (3.2.2.244260 or above), Exodus 11.10.31 (b) or Dolphin 3 3.1.1.21151 a go?