Linden Lab announce end of support for Windows 7

via and © Linden Lab

On Tuesday, January 14th, 2020, Microsoft is ending support for Windows 7. This means that while the operating system will continue to function beyond that date, Microsoft will no longer provide:

  • Technical support for any issues.
  • Software updates.
  • Security updates or fixes.

As as result of this, and as initially announced at the 2019 TPVD meetings week #50 summary, Linden Lab plan to cease their own support for Windows 7 from that date. This has now bee confirmed in an official blog post, which reads in part:

Accordingly, Linden Lab is updating our system requirements to remove Windows 7 from the versions we support. This does not mean that Second Life will stop working on Windows 7 immediately; existing viewers, and possibly some new viewers, should run as well as they did before. However, we will not be testing any viewers on Windows 7, so it is likely that compatibility problems will develop and increase over time. In addition, we will not attempt to fix any problems which occur only on unsupported operating systems (if a bug is reported against an unsupported system, we usually try to reproduce it on one that is supported; if we can’t, we don’t investigate further or attempt to fix it).

Those will have not upgraded to Windows 10 but have a valid copy of Windows 7 may still be able to upgrade using the Microsoft Windows 10 update site (note that free updates to Windows 10 were supposed to have been discontinued be Microsoft at the end of December 2017, but some are reporting it is still working via the Create Windows 10 Installation Media option).

Again, note that that’s Lab’s decision does not mean users on Windows 7 will find themselves blocked from accessing Second Life on or after January 14th, 2020, but will continue to be able to use the platform as before. However, and as noted in the official blog post, such users:

  • Will not receive assistance from LL support should they encounter problems.
  • Will not have bugs they report investigated or fixed unless said bugs can be reproduced using Windows 8 or Windows 10.
  • May find that, over time, viewer updates may not function as expected on Windows 7, simply because updates and new features will no longer be tested against Windows 7.

Given the potential exposure to malicious activities, both Microsoft and Linden Lab point to the need for users to only utilise supported versions of Windows on their computers, and keep up-to-date will all official patches and releases.

Second Life mobile apps: a (belated) update

Logos © and ™ Linden Lab and Apple Inc

As I’ve previously noted, Linden Lab is working on an iOS client for Second Life, the first phase of which will be focused primarily on chat.

Keira Linden, who is now a Product Manager at the Lab, is heading up the project, and at a recent open-source developer meeting (held every Wednesday, but at a time I can rarely make), she offered some feedback on the upcoming app, with Oz Linden, the Technical Director for Second Life providing some additional comments on the Lab’s approach to mobile.

You can read an excerpt of the meeting’s transcript that encompasses the discussion in the forums – with thanks to Arielle Popstar for posting it – and the following is a summary of the comments made, grouped by topic.

Summary of iOS Specific Comments

  • The iOS app is to be deployed in stages, starting with – as previously noted – the chat capabilities. This will support IM and group conversations, and will likely include the capability to search for friends and non-friends alike.
  • It appears This initial release of the app will not support local chat, with Oz Linden noting:

Unlike other current apps, the plan is that your avatar will be in a separate space inaccessible to others, so it won’t just be standing somewhere not moving, so you won’t have a regular ‘location’ at all to chat in.

– Oz Linden, Open Source Dev meeting, August 14th

Presumably, this will change in later releases.

  • Further capabilities for the app are being discussed internally at the Lab, and these discussions include prioritising capabilities for release as the app is enhanced.
    • At some point in the development cycle, Keira will be reaching out to users to gain feedback on what are considered to be the important capabilities / options, in order to help the Lab prioritise future enhancement of the app.
    • Overall, the plan is to add as much functionality as possible as the app continues to be developed beyond the initial release.
  • There are no dates for when the app might be made available for testing – but the development work is considered a “high priority” by Keira and within the Product Team.
  • The precise framework for testing hasn’t been finalised, but will be announced via the forums when decided upon.
    • Side note: it had been previously indicated that when the app is made available for testing it will be through Apple’s beta testing environment for apps, and users wishing to test the app will need to have TestFlight installed on their iPhone (or iPad). It’s not clear if this is still the case – but given Apple’s requirements, I would assume so.
  • Currently, the Lab isn’t focusing on providing any graphics support (a-la the 3D world view in Lumiya), with Keira commenting:

We haven’t focused too much on the graphics side, as we’ve been working on chat and security, but I’ll be sure to include that consideration when we get there.

– Keira Linden, Open Source Dev meeting, August 14th

Summary of Overall Approach to Mobile

  • When starting the project, consideration was given to developing mobile apps in a multi-platform framework, but the decision was made to develop natively for different platforms was the better way to go.
  • The decision to go for iOS over Android for the first app was largely made on the basis that Android was better supported at the time (late 2018) by 3rd party apps (including Lumiya).
  • The Lab believe that by focusing on one platform at a time will, ultimately allow them to roll out individual apps and enhancements to those apps faster.
  • Once the Lab is happy with the status of the first app, they will consider porting it to “other platforms”.
  • Concerns have been raised over the potential of a mobile app to increase ad-hoc group chat griefing. Both Oz and Keira indicated there are various server-side means of cutting back on such griefing under consideration as a part of a broader project that’s not directly linked to mobile app development.
  • A browser-based streaming solution is currently excluded from consideration, purely on the basis of cost-effectiveness to users (e.g. considering the pricing model for Bright Canopy), with Oz Linden commenting:

We’ve done several experiments with streamed viewers, and are watching the evolution of the required server side costs and capabilities. So far, we don’t think there’s a viable business model (that is, we’d have to charge too much), but we expect competition and technology to eventually change that.

– Oz Linden, Open Source Dev meeting, August 14th

In addition to the above, and more recently – during the second segment of Lab Gab – Reed Linden indicated that the Lab has a number of initiatives related to mobile support, including optimising the SL Marketplace for use on mobile devices. Please refer to my summary (with video) of that session.

Related Links

Again, thanks to Arielle Popstar for posting the  transcript excerpt.

Second Life iOS companion app – mini update

Logos © and ™ Linden Lab and Apple Inc

As I’ve previously reported (see: Linden Lab confirm Second Life iOS client in the making), Linden Lab is developing a companion app for Second Life that will run on Apple’s iOS.

Recently, during a Meet the Lindens session held at SL16B and at a Third Party Viewer Developer meeting, Oz Linden, the Senior Director, Second Life Engineering, provided further information on the status of the app, and what the initial release of the application will include.

While there is a degree of overlaps between what was said at the two events, there were also some differences in the information provided, with the TPV Developer meeting in particular being used to give further information on the app.

This being the case, I thought I’d offer a mini-update on the status of the app’s development, combining the comments made from both meetings into a single bullet-point list, with the relevant audio extracts from both meetings also provided for reference.

Note that throughout, Oz is only talking about the initial releases of the app, and so these notes and the audio comments should not be taken to mean the app will be “feature complete” when it appears, but that it will be enhanced over time, hopefully developing features that will make it more client-like (e.g. Radegast, MetaChat, lumiya, etc.) in general capabilities.

Summary of the comments made:

  • The app should initially be regarded as more of a communicator / companion app than a fully-rounded client:
    • It will provide a log-in option, and chat options (e.g. chat, group chat).
    • It will not present you with an in-world location, nor will your avatar rez in-world.
    • Seen as being useful for merchants / business owners to maintain contact with customers when away from their viewer.
    • Over time it will be enhanced – but additional capabilities are still TBD.
  • In theory, the app should work with both iPhones and iPads, although there may be some configuration differences.
  • The Lab have started the work of getting the initial test versions through Apple’s acceptance process.
    • It is not clear how long this will take, as it is the first time the Lab have followed this route themselves. However, it is hoped the first test version should be available in the “not too terribly distant” future.
    • When the app does appear, those wishing to test it will need to have TestFlight installed on their iPhone (or iPad), as the app will be made available though Apple’s beta testing environment for apps.
  • The major reason for selecting iOS for building an app of this kind is that at the time the decision was made, Android was well represented by Lumiya.
  • Some of the back-end infrastructure the Lab is building is support of the app might be applicable for use with a web application at some point. However, doing so is not in the current plans.

Oz’s comments from Meet the Lindens, June 25th, 2019:

Comments from the TPV Developer Meeting, June 28th, 2019 (these also include a comment on the app and iPads from Vir Linden):

  Again: note there is some overlap between these two sets of comments.

Linden Lab confirm Second Life iOS client in the making

Logos copyright and Trademark Linden Lab and Apple Inc., respectively

On January 9th, 2019, and thanks to a pointer from Whirly Fizzle, I blogged Lab working on a Second Life iOS client? noting that a Bit Bucket code repository had recently been set-up by Brad Linden for just such a purpose.

In writing the piece, which includes some of the Lab’s recent commentary of the subject of mobile / streaming solutions for Second Life, I indicated that I had contacted Linden Lab with a series of questions concerning the repository and what it might signify, and that I’d provide an update on receiving any reply.

Being so early into the work, the Lab declined to comment on all of the questions I asked, but here is what they did say via-email in responding to my enquiry:

As you point out, we discussed at our Town Hall events last year that we’re actively looking at ways to extend the reach of Second Life to new audiences including mobile platforms. For example, we’re in the early stages of work on an iOS companion app for Second Life.  

Right now we’re focused on getting a prototype out to our Residents, at which point we’ll be looking for feedback and suggestions. In the early stages, we will not be tying the app to a streaming service. However, we don’t have anything to formally announce yet about the specific features, capabilities, and availability.

– Brett Linden,  Second life Marketing Manager, via e-mail

Granted, it’s not a lot of information, but there are a couple of potentially interesting elements to the statement that might help contextualise things /  be indicative of some of the thinking still in place at the Lab. For example, the use of the term mobile platforms and noting that that the iOS work is offered as an example of this work.

This would perhaps suggests (and in answer to some of the questions asked following my original piece) that an Android client is still part of the Lab’s thinking. Certainly, it is something I’d anticipate, given both the popularity of the Android platform and the popularity of Lumiya and Mobile Grid Client*.

I also found the comment In the early stages, we will not be tying the app to a streaming service interesting, suggesting as it does that a future streaming solution is still very much part of the Lab’s broader thinking.

Again, this would make sense given the ongoing move of SL to the cloud. As well as providing the means to deliver SL as a whole to users, the cloud move further deepens the Lab’s relationship with AWS. This might in turn allow them to more positively and cost-effectively (to both the Lab and to users) supply a streaming service to mobile devices and web browsers at some point in the future. Perhaps this might even be part of a broader examination of their product offerings once Second Life is firmly established within a cloud-based infrastructure.

So, food for thought; in the meantime. I’ll continue to update on the iOS work as / if / when news emerges.

* I’m intentionally avoiding LittleSight here, as it is questionable as to whether the app is still being maintained and the repeated complaints that users have been unable to log-in since the last update (October 2016).

Lab working on a Second Life iOS client?

We’re in the early discussion stages, so Grumpity and I – Grumpity who heads-up Product here for Second Life – we talk quite a bit about what it would mean to invest in a mobile Second Life experience or product. So we’re trying to figure out how to validate the idea, and how much would it take to do it, and what could the value be to us and to customers to do it.

– Ebbe Altberg, April 20th, 2018 Town Hall meeting

I’m leading with the above quote because in the early hours of Wednesday, January 9th, 2019 (UK time), Whirly Fizzle directed me towards a Linden Lab code repository on Bit Bucket, which reveals that work has apparently started on an iOS client for Second Life.

The repository has been posted by Brad Linden, and shows some initial code segments Brad has been working on.

Brad Linden’s Bit Bucket repository for the iOS Client. Note I’ve redacted his given last name and some other information in respect of his privacy (although I understand it has also been posted to the forums)

That the Lab could start work on a mobile solution has in some ways been heralded over the course of the past 12 months, with Ebbe and senior SL managers openly discussing thoughts and possible options.

In his April 2018 discussion, for example, Ebbe pointed out that at that time, there were still issues the Lab wanted to address in trying to develop a mobile client, including what kind of investment it would be, both monetarily and resource-wise, and what the return on investment might be gained for the effort, as well as trying to figure out how such a client might be used.

I think the main question is if it would really primarily be a companion for existing users, so therefore increase the time spent in engagement and commerce. Or would it be an opportunity to actually reach users who don’t even have PCs and Macs, and would that be an addressable market, is something we have to wrap our heads around.

– Ebbe Altberg, April 20th, 2018 Town Hall meeting

By June, and the SL15B Meet the Lindens talks, it was clear that the Lab was thinking long and hard about the merits of both mobile and streaming solutions, with Grumpity and Oz openly discussing both.

– Grumpity and Oz Linden discussing mobile / streaming options at SL15B, June 2018

Both the question of how a mobile  / streamed solution might be developed and used was also a topic Ebbe returned to in his SL15B session in June 2018. Like Oz and Grumpity, he pointed to a previous streamed solution, SL Go (Grumpity and Oz referenced Bright Canopy, which was founded after SL Go had ceased to be available).

– Ebbe Altberg  discussing mobile / streaming options at SL15B, June 2018

Whether the repository indicates the Lab has now answered those questions and is ready to go ahead with an iOS client, or whether it is another aspect of testing the water and seeing what can be done, code-wise is unclear. I also freely admit to being insufficiently versed in code to guess whether this work is geared towards a dedicated iOS client, or part of a larger streaming option.

Turning to the man who is fronting the project, Brad Linden joined Linden Lab a the time of the Windlight integration over 11 years ago, and since that time has been focused on viewer development, specifically in the area of viewer stability.  Interestingly, the first indication that the Lab might be ready to move beyond talking about a mobile client came in December 2018, when Brad changed his Second Life Display Name from Brad Linden to Mobile Brad.

Brad Linden changed his display name to Mobile Brad in December 2018

I have contacted the Lab about the repository and what might be coming out of it placed with the Lab, and will update should a reply be received.

In the meantime, until such time as Linden Lab do clarify the work, it shouldn’t be assumed any kind of iOS client is about to be released in the immediate future. However, that the Lab is working on code would appear to be a positive sign, again given Ebbe’s words at the April Town Hall.

I hope will come to the conclusion to jump in soon; so more to come on that.

– Ebbe Altberg, April 20th, 2018 Town Hall meeting

2018 SL UG updates #13/1: Simulator User Group

Soul2Soul River; Inara Pey, February 2018, on FlickrSoul2Soul Riverblog post

Server Deployments

As always, please refer to the server deployment thread for the latest updates.

  • The Main (SLS) channel was updated on Tuesday, March 27th, to server release 18#, containing the new server capabilities (see below).
  • At the time of writing, the Release Candidate channels were all TBD regarding potential deployments. This report will be updated if the deployment thread provides further information on the RC channels.

New Capabilities

The new capabilities in 18# for the Main (SLS) channel is the first part of a set of server and viewer updates.

  • The new IM cap is to overcome of off-line IMs failing to be delivered when a user logs in. Currently, these are delivered via UDP, whether or not the viewer is ready to receive them. With the new capability (once grid-wide and implemented within the viewer), the viewer will request off-line IMs, which the server will package and deliver to the viewer via HTTP.
  • The new abuse report cap will replace the need for the viewer to have AR categories hard-coded into it. Once fully deployed, and a viewer update released, it will mean the view will request the current list of AR categories from the server when starting up, making the management of the list easier, and hopefully reducing the number of ARs filed under outdated categories.

Updates to the viewer incorporating these changes will be made available by the lab in the near future.

SL Viewer

  • The Maintenance RC viewer updated to version on Friday, March 23rd.
  • The Media Update RC viewer updated to version, on Tuesday, March 27th.

The remainder of the pipeline remains as:

  • Current Release version, dated February 23, promoted March 1 – formerly the Nalewka Maintenance RC – No change
  • Release channel cohorts:
  • Project viewers:
  • Linux Spur viewer, version, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

In Brief

First Name / Last Name Changes

This is still a long way off from being implemented, however, Oz Linden confirmed llDetectedName() will return the current name for an avatar, no matter what the change. However, it may take some time for it to change everywhere due to caches.

More on the return of last names and name changes, please refer to The return of Second Life Last Names – update with audio.

SL Messaging Layer

Simon Linden is looking into the Second Life messaging layer, which may be the problem behind a lot of “lag” issues. “There’s actually a number of small improvements I want to make, but I’m being careful to do them one at a time and have real data showing it gets better,” he said in providing an update on the work.

Friendship Offers Failing

Some are experiencing Friendship offers failing, even when the offer is accepted – see BUG-215977. According to Simon Linden, this might require a server-side update to fully correct.

Region Crossings

Simon Linden has been looking at vehicle region crossings alongside of  Joe Magarac (animats) testing with the viewer (See Firestorm JIRA FIRE-21915, BUG-214653, this SL Forum thread, this Google document, and my update here for more).

Part of the issue, a previously noted, is viewer / simulator communications. If these are suffering latency or packet loss, then things can get rough with vehicle region crossing very quickly. This is something Joe has been trying to compensate for by introducing a script that turns off physics and freezes the vehicle when received by a new region until it can confirm the associated avatar data has arrived.

Unfortunately, excising the viewer from region crossing data handling would be difficult, as it has to be involved to move and change its primary connection for an avatar. It would take a major protocol change to remove the viewer from the region crossing loop and separate connection hand-off from crossings. Further, if such a protocol change were to be made, it would require more work to support both new and old until enough viewers get updated.

Mainland Price Restructuring

While the Lab does not issue numbers, Oz Linden indicated at the Simulator User Group meeting that since the Mainland Price Restructuring, “mainland ownership is up quite significantly.”