Help bring the secrets of UNIA to life

madpeaThere are probably very few people in SL who have not heard of MadPea; they’ve been responsible for some of the most engaging and interactive games, hunts and gachas in Second Life. I’ve covered some of their work in these pages, notably their magnificent Room 326, (which continued through their Mad City installation on Da Vinci Isle), and their fiendishly fun Carneval. The team have also been featured in an edition of The Drax Files.

For most of the past year, the team has been focused on their next major undertaking, an immersive, interactive HUD-based game called UNIA, which is spread across two regions and is – I can say with some authority, having been taken on a guided tour of the installation by MadPea’s leader, Kiana “Queen Pea” Writer and development team member (and good friend) RAG Randt – utterly stunning and completely involving.

I don’t want to give too much away as to the plot, but suffice it to say, it is part horror story (or nightmare story, given its origins), part puzzle solving, part mystery, and more. Players will be able to engage in the game either individual or work in co-operation with others (or even both, depending upon how events unfold), and will interact with creatures, NPCs and things not normally of this world as they attempt to resolve what is going on and discover the truth.

From the moment someone arrives in the little town of Molimo, they are in for one hell of a time (literally and figuratively!), in a game which features settings designed by the likes of Bryn Oh, Rebeca Bashly, BlueSean Yiyuan and Silex Zapedzki, and Jaimy Hancroft, as well as the MadPea team themselves, with huge amounts of dedicated scripting by the team and purpose-built animations from Abranimations.

The reason the game has taken so long to develop is that it really pushing the envelope within Second Life in terms of capabilities and gaming mechanism, and even now, Kiana and the team estimate there is still around two or three months work required in order to bring UNIA to life. However, a major spanner was thrown into the works fairly early on in the scheme of things.

The Farm, one of the settings for UNIA
The Farm, one of the settings for UNIA

As the game was being developed, so MadPea lost their sponsor. Developing something as immersive and involving as UNIA doesn’t come cheap: the cost of the two regions on which it is set runs to $731.60 a month (incl. VAT at 24%, levied as a result of Kiana’s real-life location in Finland). The team have been able to offset some of the costs through other ventures and activities – including running additional hunts and gacha fairs, and well as via donations through Mad City. The problem here is, of course that time spent on developing hunts, etc., is time taken away from UNIA, slowing down its completion. Also, Mad City is set to close at the end of May 2014.

In order to try to keep things going, MadPea launched a fundraiser at the start of May, hoping to encourage SL users and their patrons to help contribute to bringing UNIA to life.

“I have been struggling with this for a while in my mind.. Should I do a fundraiser for UNIA or not?” Kiana says. “After several players contacted me asking where they could donate, I thought that ok, let’s go ahead with this, there’s nothing I have to lose.”

Visiting Grandma ...
Visiting Grandma …

The funding effort is being run via GoFundMe, and aims to raise $4,389.00 for the development and upkeep of the game, with some $1,500 of that target having been achieved at the time of writing. People are free to donate whatever they are comfortable with giving, but pay $50.00 and you’ll receive an exclusive UNIA outfit for your avatar; pay $500, and you’ll receive an exclusive tour of UNIA by Kiana, early access to the game, a free HUD, weapons and outfits.

If the fundraiser is successful, and UNIA does open to the public, then there is the potential for even more, “This is only part ONE,” Kiana said during my tour, “Part two is [going to be] taking place all over the grid.”

The huse on the hill (by Kiana Writer)
The house on the hill (by Kiana Writer)

Having spent two hours in UNIA with Kiana and RAG, I can say that this is something that could be very unique in SL, and offer an astonishing level of immersion and engagement. If you’ve experienced past MadPea activities and events, you’ll know just how inventive and imaginative they can be. So why not hop over to the funding page and offer a payment? In doing so, you’ll be helping to open the door to even more fun you can enjoy.

Lab updates SL system requirements

(Copyright Linden Lab)
(Copyright Linden Lab)

Update: the requirements for ervice pack installations has been revised following clarification from Tankmaster Finesmith – see comments below.

Linden Lab has updated the Second Life system requirements page to better reflect the current status of the Windows and Mac OSX operating systems.

The new requirements list Windows Vista, Windows 7 or Windows 8 as the minimum OS requirements for Windows systems and Mac OS X 10.7 or better for Mac systems.

While there are no moves to actually block older operating systems from accessing Second Life, the Lab notes that assistance will no longer be given to users accessing Second Life on unsupported operating system version. Additionally, the Lab is updating the Windows installer so that it will verify whether the latest Service Packs for Windows XP versions have been installed, otherwise viewer installation on XP will be blocked until such time as the relevant service packs have been installed. This means that the 32-bit Windows XP will be checked for the presence of Service Pack 3, and the 64-bit Windows XP will be checked for the presence of Service Pack 2.

The blog post announcing these changes reads in full:

We have made some changes to the Second Life System Requirements to bring them more up to date, and are making some related changes to the Viewer:

  • We have removed Windows XP and Mac OSX 10.6 from the list of supported operating systems. Microsoft has announced the end of support for XP, and it has been some time since Apple has released updates for 10.6. For some time now, the Viewer has been significantly less stable on these older systems, and the lack of security updates to them make them more hazardous to use. We have no plans to actually block those systems, but problems reported on them that cannot be reproduced on supported systems will not likely be fixed.
  • The Windows installer has been modified to verify that the system has been updated with the most recent Service Packs from Microsoft. While we will not block installation on Windows 8 at this time, we strongly recommend upgrading to 8.1 for greater stability. Our data shows that the Viewer is significantly less stable on systems that have not been kept up to date, so the installer will now block installation until the updates have been applied. This change will be effective in a Viewer version to be released in the next few weeks, so it would be a good idea to get your system up to date before then. You can find information on how to install the latest updates at the Microsoft Windows Update page.

Firestorm implemented a similar policy where windows is concerned with release 4.6.1, and STORM-1966 (from Tankmaster Finesmith of the Firestorm team) has been put forward as a means of enforcing similar controls in the Lab’s Windows installer. This code is due to appear in the upcoming STORM viewer release candidate.

For details on the availability of the STORM RC, please refer to my Current Viewer Releases page, where I list it as it becomes available.

Lab helps promote MOOC course for Spanish Educators

Following the recent Virtual Worlds Best Practices in Education Conference (April 9th-12th, 2014), Linden Lab has moved to help promote an upcoming Massive Open Online Course (MOOC) designed to help Spanish-speaking educators in the use of Second Life as a starting point in their interaction with emerging and innovative environments that can be used for education.

Professor Max Ugaz, UMSP
Professor Max Ugaz, USMP

The course has been developed by the Universidad de San Martín de Porres (USMP), located in Santa Anita, Lima, Perú, by the university’s Project Director of Virtual Worlds, Professor Max Ugaz.

Commencing on Monday, May 19th, the course will comprise three week-long modules with a total of 15 lessons and an average workload of around 5 or 6 hours per week.

The course details and registration form are available the university’s website, which includes an introductory video for the course (in Spanish).

The course will take place at one of the USMP’s teaching areas in Second Life.

Related Links

Lab asks for feedback on new Transaction History page

secondlifeOn Wednesday April 9th, I reported (under “Transaction History Oopsie”) on an error with the Transaction History page on people’s SL dashboards which lead to some upset and confusion after the familiar page was replaced with one that failed to show totals, and which had the familiar .XLS and .XML download options replaced by a single .CSV option.

The change lead to understandably negative  forum comments and a JIRA report (BUG-5664).

As a result of the upset, the page was rapidly withdrawn, and as I reported on April 12th, the Lab blogged on the matter, indicating they would be seeking users’ input to the matter going forward.

In line with this, the Lab issued a further blog post on Wednesday April 16th, entitled Try Out the New Transaction History Page, which reads in full:

Last week, we made a new page available as a replacement for the old Transaction History page. Due to your feedback, we rolled back the changes to this page to allow us to gather more feedback, and we are now providing this new page for review, without removing the old Transaction History page.

We have not yet made any changes to the new page, because we would like time to collect your feedback and review it. We have created a wiki page giving background on why changes were made to this page, where the new page is, and how to provide feedback. We will be closing feedback on April 30, 2014, so please take a look before then.

The wiki page repeats the blog post information, and confirms the primary reason behind the change:

The new Transaction History page was created to allow more than 500 transactions to be displayed for Residents with very active businesses.

It also invites people to provide feedback via the original BUG-5664 JIRA report raised by Sera Lok, which is open to comment for feedback.

Please bear in mind when examining the “new” Transaction History page, that no changes have been made to it since it was first revealed on April 9th – it is given purely as an example so that people can better identify and report issues they may have with it when comparing it to the existing Transaction History page.

People have been asked to provide feedback by Wednesday April 30th.

Reading through the comments, some constructive points have been put forward, although the range of comments doindicate the complexity of implementing changes like this, with people falling almost equally either side of individual changes. For example, many feel that providing only a .CSV download isn’t a problem, but an equal number feel that .XLS (and .XML) should be retained, as .CSV can create problems when it comes to processing the data contained n the downloaded file. Were I to be asked, I’d suggest that retaining .XLS (/ .XML) alongside .CSV would offer the most flexible approach. Backwards compatibility and not breaking legacy content (including scripted processes) has long been a watchword for the Lab when making changes to the SL platform – and this attitude should be carried forward with supporting services as well, such as the Transaction History page, to accommodate all those who have processes reliant on receiving their transaction data in .XLS.

What is healthy is that the Commerce Team appear to be listening and making a genuine effort to understand issues and concerns. Coming so long after what seems to have been a deliberate policy of disengagement by the team from merchants in many areas, this is undoubtedly welcome.

One can only hope this willingness is further reflected in how the new page is refined and updated going forward.

Lab provides Heartbleed information

This is a little long in the tooth, but I’m caught playing catch-up on a number of things, so apologies on my part.

As most will be aware, there has been a lot of coverage about the Heartbleed OpenSSL vulnerability in the course of the last week, and the impact it may have had over the last two years in exposing what should have been secure information.

The vulnerability is so-called because it affects an extension to SSL (Secure Sockets Layer) which engineers dubbed Heartbeat. It is a server-side exploit which could affect almost any system running any version of OpenSSL from the past 2 years, and allows an attacker to gain control of up to 64kB of the server’s working memory at a time, enabling them to eavesdrop communications, steal data directly from the services and users and to impersonate services and users.

Because of the widespread nature of the issue and the concerns it raised, the Lab issued a blog post on the matter on Thursday April 10th, which reads in full:

Many of you may have read about the Heartbleed SSL vulnerability that is still affecting many Internet sites.

You do not need to take extra action to secure your Second Life password if you have not used the same password on other websites. Your Second Life password was not visible via Heartbleed server memory exposure. No secondlife.com site that accepts passwords had the vulnerable SSL heartbeat feature enabled.

If you used the same password for Second Life that you used on a third-party site, and if that third-party site may have been affected by the vulnerability, you should change your password.

Supporting sites such as Second Life profiles are hosted on cloud hosting services. Some of these sites were previously vulnerable to Heartbleed, which may have exposed one of these servers’ certificates. As an extra precaution, we are in the process of replacing our SSL certificates across the board. This change will be fully automatic in standard web browsers.

Thank you for your interest in keeping Second Life safe!

Due to the weekend, there has been no further news as to whether the Lab has completed replacing the SSL certificates for those services which may have been exposed. Hopefully there will be a further update on Monday April 14th. In the meantime, if you have used the same password for SL that you used on a third-party website and wish to change your SL password as advised in the blog post, you may want to refer to the Lab’s password protection page on the wiki.

VWBPE 2014: Ebbe Altberg keynote – “The Door is Open” (full transcript)

On Friday April 11th, Ebbe Altberg, Linden Lab’s CEO, addressed a packed amphitheatre at the 2014 Virtual Worlds Best Practice in Education (VWBPE) conference in Second Life. Some 200 people were in attendance in SL, with around 100-150 on the live stream channel for what was almost a 90-minute session, entitled Reconnecting with the Education Market, and which comprised an opening statement from Ebbe, followed by an extended Q&A / discussion session.

The following is a transcript of the session, which includes all questions asked via the moderator, Phelan Corrimal (given in italics). The video is the VWBPE official video, recorded by Mal Burns, and my thanks to him for making it available. Timestamps within the transcript notes indicate the points in the video at which Ebbe’s comments can be heard.

The Summary

Click the timestamp to go the relevant section

  • 0:05:38: Terms of Service – “I am working with my Legal Counsel to try to try to figure out how we can make it more obvious – or very obvious – that the creators of the content own the content … we’re working on some simple tweaks to the language to make that more explicit.”
  • 0:07:26: Brand – “We have an incredible breadth of content creators for all kinds of purposes, and this is kind-of unique with Second Life, and I think it’s incredibly important to support everybody and what they want to do.”
  • 0:08:59: The Metaverse and LL – ” There might be some people who might be interested in my position on the metaverse and OpenSim and interoperability, and that whole category.”
  • 0:11:09: Integrating new capabilities – “Some of you might be interested in what kind of integration we can do to make it easier for you to use Second Life in the context that you want to use it.”
  • 0:12:04: Improving SL – “And then I think we still have a tremendous about of work still to be done – actually, a tremendous amount of work has already been done; Second Life today is so much better than it was two years ago.”
  • 0:16:16 Future technologies  – “A little talk about future tech. Many of you have hopefully seen that we are obviously actively developing for technologies that we believe will have substantial mass appeal; Oculus being one.”
  • Questions and Answers / Discussion:
    • 0:21:12 – Are the community liaisons with Linden Lab about to be re-introduced?
    • 0:23:39 – Tier Breaks for Support and Mentor Groups
    • 0:26:28 – Do you feel that communications between Linden Lab employees and content creators are important?
    • 0:31:09 – On users having a voice in the development process
    • 0:35:36 – On Marketing SL, Overcoming Perceptions and Getting People Engaged in SL
    • 0:41:24 – On Opening-up The L$ Beyond Second Life
    • 0:44:44 – Making the Viewer Easier to Use & the Relationship with TPVs
    • 0:48:19 – On a Distributable Version of Second Life
    • 0:50:08 – Is there any hope that shared media, MOAP [Media On A Prim] can be fixed for Mac users soon?
    • 0:50:42 – On Second Life and High Fidelity
    • 0:53:49 – On Network Issues affecting some APAC Countries, Latency & Geographic Distribution
    • 0:56:16 – On Exporting Content
    • 1:01:15 – On the Teen Grid, Student Security and Younger People Accessing SL
    • 1:04:12 – What are Linden Lab’s plans for mainland?
    • 1:05:42: – On Office Hours, Lindens In-world and Community Engagement
    • 1:13:54 – Is the Barrier to VW Mass Adoption Technical, Or Something More?
    • 1:17:26 – On Acquisitions in the Technology Market
    • 1:20:12 – On Encouraging Lindens to Join Groups and Communities
    • 1:22:03 – A Takeaway Message for Educators (and all of us)

0:01:59 Hello everybody. I can’t hear you, but I can sure see you! It’s an incredible sea of people here [approx. 180-200 across four regions]. I’m very excited to be here, very happy for all the work that people are doing to put this conference together. Not only this session but all the other sessions you’re doing through the week. I did pop-in just the other day and listened to Philip, which many of you here might have done as well, and I just wanted to say that I’m really excited to be here.

I’m not going to spend most of this hour just talking. I will be saying a few things up front … putting some topics on the table to discuss and then very much looking forward to it being an interactive conversation between us. I’m mostly here to learn, not necessarily to tell, although I will be speaking about some things that I think matter to you, and some of the things that are going on first.

0:03:06 First, I feel very strongly that the education sector, the education market, is a very important partner of Second Life, and that it’s important to us to make it a great product for all of you. I know many of you have tried and been successful and many of you have tried and maybe not been successful in doing the things you wish you could do, and I’m here to learn more about what we can do to make you successful in the future.

I think the education sector helps us a lot of ways, in that if we can provide a great service to you, you can become great evangelists for the platform, and also in many times I think you are pushing in research and thinking about how to use environments and technologies like this differently from your main consumers. So you’re a very important group of people for us to stay in touch with and learn from and collaborate with.

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